GPU: Fix interlaced display at higher internal resolutions
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5626d4f282
commit
1540769cb4
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@ -429,7 +429,7 @@ ivec2 GetCoords(vec2 fragcoord)
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{
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ivec2 icoords = ivec2(fragcoord);
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#if INTERLACED
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if (((icoords.y - u_base_coords.z) & 1) != 0)
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if ((((icoords.y - u_base_coords.z) / RESOLUTION_SCALE) & 1) != 0)
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discard;
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#endif
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return icoords;
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@ -480,7 +480,7 @@ void main()
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}
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// and normalize
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o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255, 1.0);
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o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, 1.0);
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#else
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// load and return
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o_col0 = texelFetch(samp0, u_base_coords.xy + icoords, 0);
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@ -385,7 +385,6 @@ void GPU_HW_OpenGL::UpdateDisplay()
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}
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else
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{
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const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
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const u32 vram_offset_x = m_crtc_state.regs.X;
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const u32 vram_offset_y = m_crtc_state.regs.Y;
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const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale;
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@ -414,9 +413,16 @@ void GPU_HW_OpenGL::UpdateDisplay()
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}
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else
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{
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const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
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const u32 scaled_field_offset = field_offset * m_resolution_scale;
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
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[BoolToUInt8(m_GPUSTAT.vertical_interlace)];
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prog.Bind();
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// Because of how the reinterpret shader works, we need to use the downscaled version.
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if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1)
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{
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@ -426,29 +432,34 @@ void GPU_HW_OpenGL::UpdateDisplay()
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scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_display_width,
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scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
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vram_offset_x + display_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_downsample_texture->Bind();
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glViewport(0, field_offset, display_width, display_height);
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prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
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m_crtc_state.display_aspect_ratio);
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}
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else
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{
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m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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m_vram_texture->Bind();
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glViewport(0, scaled_field_offset, scaled_display_width, scaled_display_height);
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prog.Uniform3i(0, scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_field_offset);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width,
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scaled_display_height, m_crtc_state.display_aspect_ratio);
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}
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const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
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[BoolToUInt8(m_GPUSTAT.vertical_interlace)];
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m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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glViewport(0, field_offset, display_width, display_height);
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prog.Bind();
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prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// restore state
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m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
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glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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glEnable(GL_SCISSOR_TEST);
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
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m_crtc_state.display_aspect_ratio);
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}
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}
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}
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