GPU: Fix handling of interlaced non-480-line mode

This commit is contained in:
Connor McLaughlin 2019-11-14 00:59:09 +10:00
parent 7152d54104
commit 53881219ce
3 changed files with 9 additions and 10 deletions

View File

@ -432,6 +432,7 @@ void GPU_HW_D3D11::BlitTexture(ID3D11RenderTargetView* dst, u32 dst_x, u32 dst_y
static_cast<float>(src_height) / static_cast<float>(src_texture_height)};
m_context->OMSetRenderTargets(1, &dst, nullptr);
m_context->PSSetShaderResources(0, 1, &src);
SetViewport(dst_x, dst_y, dst_width, dst_height);
SetScissor(dst_x, dst_y, dst_width, dst_height);
DrawUtilityShader(m_copy_pixel_shader.Get(), uniforms, sizeof(uniforms));
@ -535,8 +536,7 @@ void GPU_HW_D3D11::UpdateDisplay()
}
else
{
const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
const u32 scaled_field_offset = field_offset * m_resolution_scale;
const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && m_GPUSTAT.interlaced_field);
ID3D11PixelShader* display_pixel_shader =
m_display_pixel_shaders[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
@ -556,7 +556,7 @@ void GPU_HW_D3D11::UpdateDisplay()
m_context->PSSetShaderResources(0, 1, m_vram_downsample_texture.GetD3DSRVArray());
const u32 uniforms[4] = {vram_offset_x, vram_offset_y, field_offset};
SetViewportAndScissor(0, scaled_field_offset, display_width, display_height);
SetViewportAndScissor(0, field_offset, display_width, display_height);
DrawUtilityShader(display_pixel_shader, uniforms, sizeof(uniforms));
UploadUniformBlock(uniforms, sizeof(uniforms));
@ -569,8 +569,8 @@ void GPU_HW_D3D11::UpdateDisplay()
m_context->OMSetRenderTargets(1, m_display_texture.GetD3DRTVArray(), nullptr);
m_context->PSSetShaderResources(0, 1, m_vram_texture.GetD3DSRVArray());
const u32 uniforms[4] = {scaled_vram_offset_x, scaled_vram_offset_y, scaled_field_offset};
SetViewportAndScissor(0, scaled_field_offset, scaled_display_width, scaled_display_height);
const u32 uniforms[4] = {scaled_vram_offset_x, scaled_vram_offset_y, field_offset};
SetViewportAndScissor(0, field_offset, scaled_display_width, scaled_display_height);
DrawUtilityShader(display_pixel_shader, uniforms, sizeof(uniforms));
UploadUniformBlock(uniforms, sizeof(uniforms));

View File

@ -448,8 +448,7 @@ void GPU_HW_OpenGL::UpdateDisplay()
const u32 flipped_vram_offset_y = VRAM_HEIGHT - vram_offset_y - display_height;
const u32 scaled_flipped_vram_offset_y =
m_vram_texture->GetHeight() - scaled_vram_offset_y - scaled_display_height;
const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
const u32 scaled_field_offset = field_offset * m_resolution_scale;
const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && m_GPUSTAT.interlaced_field);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
@ -491,9 +490,9 @@ void GPU_HW_OpenGL::UpdateDisplay()
m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_texture->Bind();
glViewport(0, scaled_field_offset, scaled_display_width, scaled_display_height);
glViewport(0, field_offset, scaled_display_width, scaled_display_height);
const u32 uniforms[4] = {scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_field_offset};
const u32 uniforms[4] = {scaled_vram_offset_x, scaled_flipped_vram_offset_y, field_offset};
UploadUniformBlock(uniforms, sizeof(uniforms));
m_batch_ubo_dirty = true;

View File

@ -649,7 +649,7 @@ std::string GPU_HW_ShaderGen::GenerateDisplayFragmentShader(bool depth_24bit, bo
int2 icoords = int2(v_pos.xy);
#if INTERLACED
if ((((icoords.y - u_base_coords.z) / RESOLUTION_SCALE) & 1) != 0)
if (((icoords.y - u_base_coords.z) & 1) != 0)
discard;
#endif