mirror of https://github.com/PCSX2/pcsx2.git
GS/HW: Improve texture coverage detection
This commit is contained in:
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bb67ed3ded
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2ce9dd4689
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@ -3054,42 +3054,50 @@ bool GSState::SpriteDrawWithoutGaps()
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return false;
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}
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bool GSState::PrimitiveCoversWithoutGaps()
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GSState::NoGapsType GSState::PrimitiveCoversWithoutGaps()
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{
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if (m_primitive_covers_without_gaps.has_value())
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return m_primitive_covers_without_gaps.value();
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bool issue_found = false;
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// Draw shouldn't be offset.
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if (((m_r.eq32(GSVector4i::zero())).mask() & 0xff) != 0xff)
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{
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m_primitive_covers_without_gaps = false;
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return false;
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issue_found = true;
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}
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if (m_vt.m_primclass == GS_POINT_CLASS)
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{
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m_primitive_covers_without_gaps = (m_vertex.next < 2);
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m_primitive_covers_without_gaps = (m_vertex.next < 2) ? FullCover : GapsFound;
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return m_primitive_covers_without_gaps.value();
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}
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else if (m_vt.m_primclass == GS_TRIANGLE_CLASS)
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{
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m_primitive_covers_without_gaps = (m_index.tail == 6 && TrianglesAreQuads());
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m_primitive_covers_without_gaps = (m_index.tail == 6 && TrianglesAreQuads()) ? FullCover : GapsFound;
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return m_primitive_covers_without_gaps.value();
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}
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else if (m_vt.m_primclass != GS_SPRITE_CLASS)
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{
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m_primitive_covers_without_gaps = false;
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return false;
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m_primitive_covers_without_gaps = GapsFound;
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return m_primitive_covers_without_gaps.value();
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}
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// Simple case: one sprite.
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if (m_index.tail == 2)
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if (issue_found == false && m_index.tail == 2)
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{
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m_primitive_covers_without_gaps = true;
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return true;
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m_primitive_covers_without_gaps = FullCover;
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return m_primitive_covers_without_gaps.value();
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}
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const bool result = SpriteDrawWithoutGaps();
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if (issue_found)
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m_primitive_covers_without_gaps = GapsFound;
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else
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m_primitive_covers_without_gaps = FullCover;
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const NoGapsType result = SpriteDrawWithoutGaps() ? (issue_found ? SpriteNoGaps : m_primitive_covers_without_gaps.value()) : GapsFound;
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m_primitive_covers_without_gaps = result;
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return result;
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@ -3902,7 +3910,7 @@ GSState::TextureMinMaxResult GSState::GetTextureMinMax(GIFRegTEX0 TEX0, GIFRegCL
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new_st.x += floor(static_cast<float>(int_rc.right - scissored_rc.right) * grad.x);
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}
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// we need to check that it's not going to repeat over the non-clipped part
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if (wms != CLAMP_REGION_REPEAT && (wms != CLAMP_REPEAT || (static_cast<int>(new_st.x) & ~tw_mask) == (static_cast<int>(new_st.z) & ~tw_mask)))
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if (wms != CLAMP_REGION_REPEAT && (wms != CLAMP_REPEAT || (static_cast<int>(new_st.x) & ~tw_mask) == (static_cast<int>(new_st.z - 1) & ~tw_mask)))
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{
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st.x = new_st.x;
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st.z = new_st.z;
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@ -3926,7 +3934,7 @@ GSState::TextureMinMaxResult GSState::GetTextureMinMax(GIFRegTEX0 TEX0, GIFRegCL
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else
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new_st.y += floor(static_cast<float>(int_rc.bottom - scissored_rc.bottom) * grad.y);
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}
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if (wmt != CLAMP_REGION_REPEAT && (wmt != CLAMP_REPEAT || (static_cast<int>(new_st.y) & ~th_mask) == (static_cast<int>(new_st.w) & ~th_mask)))
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if (wmt != CLAMP_REGION_REPEAT && (wmt != CLAMP_REPEAT || (static_cast<int>(new_st.y) & ~th_mask) == (static_cast<int>(new_st.w - 1) & ~th_mask)))
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{
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st.y = new_st.y;
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st.w = new_st.w;
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@ -200,6 +200,13 @@ public:
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bool zero_clear;
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};
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enum NoGapsType
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{
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GapsFound = 0,
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SpriteNoGaps,
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FullCover,
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};
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GIFPath m_path[4] = {};
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const GIFRegPRIM* PRIM = nullptr;
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GSPrivRegSet* m_regs = nullptr;
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@ -220,7 +227,7 @@ public:
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u32 m_dirty_gs_regs = 0;
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int m_backed_up_ctx = 0;
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std::vector<GSUploadQueue> m_draw_transfers;
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std::optional<bool> m_primitive_covers_without_gaps;
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std::optional<NoGapsType> m_primitive_covers_without_gaps;
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GSVector4i m_r = {};
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GSVector4i m_r_no_scissor = {};
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@ -411,7 +418,7 @@ public:
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bool TrianglesAreQuads(bool shuffle_check = false) const;
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PRIM_OVERLAP PrimitiveOverlap();
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bool SpriteDrawWithoutGaps();
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bool PrimitiveCoversWithoutGaps();
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NoGapsType PrimitiveCoversWithoutGaps();
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GIFRegTEX0 GetTex0Layer(u32 lod);
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};
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@ -1474,7 +1474,6 @@ void GSDevice11::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32
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m_ctx->UpdateSubresource(m_merge.cb.get(), 0, nullptr, &cb, 0, 0);
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const ShaderConvert shader = ShaderConvert::DOWNSAMPLE_COPY;
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//const GSVector4 dRect = GSVector4(dTex->GetRect());
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StretchRect(sTex, GSVector4::zero(), dTex, dRect, m_convert.ps[static_cast<int>(shader)].get(), m_merge.cb.get(), nullptr, false);
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}
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@ -1251,7 +1251,7 @@ bool GSRendererHW::IsSplitClearActive() const
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bool GSRendererHW::IsStartingSplitClear()
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{
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// Shouldn't have gaps.
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if (m_vt.m_eq.rgba != 0xFFFF || (!m_cached_ctx.ZBUF.ZMSK && !m_vt.m_eq.z) || !PrimitiveCoversWithoutGaps())
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if (m_vt.m_eq.rgba != 0xFFFF || (!m_cached_ctx.ZBUF.ZMSK && !m_vt.m_eq.z) || PrimitiveCoversWithoutGaps() == NoGapsType::GapsFound)
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return false;
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// Limit to only single page wide tall draws for now. Too many false positives otherwise (e.g. NFSU).
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@ -1289,7 +1289,7 @@ bool GSRendererHW::ContinueSplitClear()
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return false;
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// Shouldn't have gaps.
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if (m_vt.m_eq.rgba != 0xFFFF || (!m_cached_ctx.ZBUF.ZMSK && !m_vt.m_eq.z) || !PrimitiveCoversWithoutGaps())
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if (m_vt.m_eq.rgba != 0xFFFF || (!m_cached_ctx.ZBUF.ZMSK && !m_vt.m_eq.z) || PrimitiveCoversWithoutGaps() == NoGapsType::GapsFound)
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return false;
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// Remove any targets which are directly at the start, since we checked this draw in the last.
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@ -2187,8 +2187,8 @@ void GSRendererHW::Draw()
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m_process_texture = PRIM->TME && !(PRIM->ABE && m_context->ALPHA.IsBlack() && !m_cached_ctx.TEX0.TCC) && !(no_rt && (!m_cached_ctx.TEST.ATE || m_cached_ctx.TEST.ATST <= ATST_ALWAYS));
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const bool no_gaps = PrimitiveCoversWithoutGaps();
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const bool not_writing_to_all = (!no_gaps || AreAnyPixelsDiscarded() || !all_depth_tests_pass);
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const NoGapsType no_gaps = PrimitiveCoversWithoutGaps();
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const bool not_writing_to_all = (no_gaps != NoGapsType::FullCover || AreAnyPixelsDiscarded() || !all_depth_tests_pass);
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bool preserve_depth =
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not_writing_to_all || (!no_ds && (!all_depth_tests_pass || !m_cached_ctx.DepthWrite() || m_cached_ctx.TEST.ATE));
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@ -2488,7 +2488,7 @@ void GSRendererHW::Draw()
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TEX0 = m_cached_ctx.TEX0;
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}
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tmm = GetTextureMinMax(TEX0, MIP_CLAMP, m_vt.IsLinear(), false, no_gaps);
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tmm = GetTextureMinMax(TEX0, MIP_CLAMP, m_vt.IsLinear(), false, no_gaps != NoGapsType::GapsFound);
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// Snowblind games set TW/TH to 1024, and use UVs for smaller textures inside that.
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// Such textures usually contain junk in local memory, so try to make them smaller based on UVs.
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@ -2620,7 +2620,7 @@ void GSRendererHW::Draw()
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m_r = m_r.rintersect(t_size_rect);
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float target_scale = GetTextureScaleFactor();
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int scale_draw = IsScalingDraw(src, no_gaps);
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int scale_draw = IsScalingDraw(src, no_gaps != NoGapsType::GapsFound);
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if (target_scale > 1.0f && scale_draw > 0)
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{
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// 1 == Downscale, so we need to reduce the size of the target also.
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@ -2685,7 +2685,7 @@ void GSRendererHW::Draw()
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// Normally we would use 1024 here to match the clear above, but The Godfather does a 1023x1023 draw instead
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// (very close to 1024x1024, but apparently the GS rounds down..). So, catch that here, we don't want to
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// create that target, because the clear isn't black, it'll hang around and never get invalidated.
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const bool is_square = (t_size.y == t_size.x) && m_r.w >= 1023 && PrimitiveCoversWithoutGaps();
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const bool is_square = (t_size.y == t_size.x) && m_r.w >= 1023 && PrimitiveCoversWithoutGaps() == NoGapsType::FullCover;
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const bool is_clear = is_possible_mem_clear && is_square;
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const bool possible_shuffle = draw_sprite_tex && (((src && src->m_target && src->m_from_target && src->m_from_target->m_32_bits_fmt) &&
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GSLocalMemory::m_psm[m_cached_ctx.TEX0.PSM].bpp == 16 && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].bpp == 16) ||
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@ -2976,7 +2976,7 @@ void GSRendererHW::Draw()
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m_vt.m_min.t *= 0.5f;
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m_vt.m_max.t *= 0.5f;
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tmm = GetTextureMinMax(MIP_TEX0, MIP_CLAMP, m_vt.IsLinear(), false, no_gaps);
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tmm = GetTextureMinMax(MIP_TEX0, MIP_CLAMP, m_vt.IsLinear(), false, no_gaps != NoGapsType::GapsFound);
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src->UpdateLayer(MIP_TEX0, tmm.coverage, layer - m_lod.x);
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}
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@ -3006,7 +3006,7 @@ void GSRendererHW::Draw()
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if (!m_texture_shuffle && !m_channel_shuffle)
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{
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// Try to turn blits in to single sprites, saves upscaling problems when striped clears/blits.
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if (m_vt.m_primclass == GS_SPRITE_CLASS && no_gaps && m_index.tail > 2 && (!PRIM->TME || TextureCoversWithoutGapsNotEqual()) && m_vt.m_eq.rgba == 0xFFFF)
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if (m_vt.m_primclass == GS_SPRITE_CLASS && no_gaps != NoGapsType::GapsFound && m_index.tail > 2 && (!PRIM->TME || TextureCoversWithoutGapsNotEqual()) && m_vt.m_eq.rgba == 0xFFFF)
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{
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// Full final framebuffer only.
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const GSVector2i fb_size = PCRTCDisplays.GetFramebufferSize(-1);
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@ -3785,7 +3785,7 @@ void GSRendererHW::EmulateTextureShuffleAndFbmask(GSTextureCache::Target* rt, GS
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if (m_cached_ctx.CLAMP.WMT > CLAMP_CLAMP)
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m_cached_ctx.CLAMP.WMT = m_cached_ctx.CLAMP.WMT == CLAMP_REGION_CLAMP ? CLAMP_CLAMP : CLAMP_REPEAT;
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m_primitive_covers_without_gaps = rt->m_valid.rintersect(m_r).eq(rt->m_valid);
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m_primitive_covers_without_gaps = rt->m_valid.rintersect(m_r).eq(rt->m_valid) ? NoGapsType::FullCover : NoGapsType::GapsFound;
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}
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else
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{
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@ -4047,7 +4047,7 @@ __ri bool GSRendererHW::EmulateChannelShuffle(GSTextureCache::Target* src, bool
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m_vertex.head = m_vertex.tail = m_vertex.next = 2;
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m_index.tail = 2;
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m_primitive_covers_without_gaps = true;
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m_primitive_covers_without_gaps = NoGapsType::FullCover;
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return true;
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}
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@ -4592,7 +4592,7 @@ void GSRendererHW::EmulateBlending(int rt_alpha_min, int rt_alpha_max, bool& DAT
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{
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const bool afail_always_fb_alpha = m_cached_ctx.TEST.AFAIL == AFAIL_FB_ONLY || (m_cached_ctx.TEST.AFAIL == AFAIL_RGB_ONLY && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].trbpp != 32);
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const bool always_passing_alpha = !m_cached_ctx.TEST.ATE || afail_always_fb_alpha || (m_cached_ctx.TEST.ATE && m_cached_ctx.TEST.ATST == ATST_ALWAYS);
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const bool full_cover = rt->m_valid.rintersect(m_r).eq(rt->m_valid) && PrimitiveCoversWithoutGaps() && !(DATE_PRIMID || DATE_BARRIER || !always_passing_alpha || !IsDepthAlwaysPassing());
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const bool full_cover = rt->m_valid.rintersect(m_r).eq(rt->m_valid) && PrimitiveCoversWithoutGaps() == NoGapsType::FullCover && !(DATE_PRIMID || DATE_BARRIER || !always_passing_alpha || !IsDepthAlwaysPassing());
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if (!full_cover)
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{
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@ -5586,7 +5586,7 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
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const bool afail_always_fb_alpha = m_cached_ctx.TEST.AFAIL == AFAIL_FB_ONLY || (m_cached_ctx.TEST.AFAIL == AFAIL_RGB_ONLY && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].trbpp != 32);
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const bool always_passing_alpha = !m_cached_ctx.TEST.ATE || afail_always_fb_alpha || (m_cached_ctx.TEST.ATE && m_cached_ctx.TEST.ATST == ATST_ALWAYS);
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const bool full_cover = rt->m_valid.rintersect(m_r).eq(rt->m_valid) && PrimitiveCoversWithoutGaps() && !(DATE || !always_passing_alpha || !IsDepthAlwaysPassing());
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const bool full_cover = rt->m_valid.rintersect(m_r).eq(rt->m_valid) && PrimitiveCoversWithoutGaps() == NoGapsType::FullCover && !(DATE || !always_passing_alpha || !IsDepthAlwaysPassing());
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// On DX FBMask emulation can be missing on lower blend levels, so we'll do whatever the API does.
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const u32 fb_mask = m_conf.colormask.wa ? (m_conf.ps.fbmask ? m_conf.cb_ps.FbMask.a : 0) : 0xFF;
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@ -5873,7 +5873,7 @@ __ri void GSRendererHW::DrawPrims(GSTextureCache::Target* rt, GSTextureCache::Ta
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{
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const bool afail_always_fb_alpha = m_cached_ctx.TEST.AFAIL == AFAIL_FB_ONLY || (m_cached_ctx.TEST.AFAIL == AFAIL_RGB_ONLY && GSLocalMemory::m_psm[m_cached_ctx.FRAME.PSM].trbpp != 32);
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const bool always_passing_alpha = !m_cached_ctx.TEST.ATE || afail_always_fb_alpha || (m_cached_ctx.TEST.ATE && m_cached_ctx.TEST.ATST == ATST_ALWAYS);
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const bool full_cover = rt->m_valid.rintersect(m_r).eq(rt->m_valid) && PrimitiveCoversWithoutGaps() && !(DATE || !always_passing_alpha || !IsDepthAlwaysPassing());
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const bool full_cover = rt->m_valid.rintersect(m_r).eq(rt->m_valid) && PrimitiveCoversWithoutGaps() == NoGapsType::FullCover && !(DATE || !always_passing_alpha || !IsDepthAlwaysPassing());
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// Restrict this to only when we're overwriting the whole target.
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new_scale_rt_alpha = full_cover;
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@ -6362,7 +6362,7 @@ GSRendererHW::CLUTDrawTestResult GSRendererHW::PossibleCLUTDraw()
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if (m_process_texture)
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{
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// If we're using a texture to draw our CLUT/whatever, we need the GPU to write back dirty data we need.
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const GSVector4i r = GetTextureMinMax(m_cached_ctx.TEX0, m_cached_ctx.CLAMP, m_vt.IsLinear(), false, m_vt.m_primclass == GS_SPRITE_CLASS && PrimitiveCoversWithoutGaps()).coverage;
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const GSVector4i r = GetTextureMinMax(m_cached_ctx.TEX0, m_cached_ctx.CLAMP, m_vt.IsLinear(), false, m_vt.m_primclass == GS_SPRITE_CLASS && PrimitiveCoversWithoutGaps() != NoGapsType::GapsFound).coverage;
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// If we have GPU CLUT enabled, don't do a CPU draw when it would result in a download.
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if (GSConfig.UserHacks_GPUTargetCLUTMode != GSGPUTargetCLUTMode::Disabled)
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@ -6476,7 +6476,7 @@ bool GSRendererHW::CanUseSwPrimRender(bool no_rt, bool no_ds, bool draw_sprite_t
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// If the EE has written over our sample area, we're fine to do this on the CPU, despite the target.
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if (!src_target->m_dirty.empty())
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{
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const GSVector4i tr(GetTextureMinMax(m_cached_ctx.TEX0, m_cached_ctx.CLAMP, m_vt.IsLinear(), false, m_vt.m_primclass == GS_SPRITE_CLASS && PrimitiveCoversWithoutGaps()).coverage);
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const GSVector4i tr(GetTextureMinMax(m_cached_ctx.TEX0, m_cached_ctx.CLAMP, m_vt.IsLinear(), false, m_vt.m_primclass == GS_SPRITE_CLASS && PrimitiveCoversWithoutGaps() != NoGapsType::GapsFound).coverage);
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const u32 start_bp = GSLocalMemory::GetStartBlockAddress(m_cached_ctx.TEX0.TBP0, m_cached_ctx.TEX0.TBW, m_cached_ctx.TEX0.PSM, tr);
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const u32 end_bp = GSLocalMemory::GetEndBlockAddress(m_cached_ctx.TEX0.TBP0, m_cached_ctx.TEX0.TBW, m_cached_ctx.TEX0.PSM, tr);
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@ -6493,7 +6493,7 @@ bool GSRendererHW::CanUseSwPrimRender(bool no_rt, bool no_ds, bool draw_sprite_t
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{
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return true;
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}
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else if (GSUtil::HasSameSwizzleBits(m_cached_ctx.TEX0.PSM, src_target->m_TEX0.PSM) || PrimitiveCoversWithoutGaps())
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else if (GSUtil::HasSameSwizzleBits(m_cached_ctx.TEX0.PSM, src_target->m_TEX0.PSM) || PrimitiveCoversWithoutGaps() == NoGapsType::FullCover)
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return false;
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}
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}
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@ -6945,7 +6945,7 @@ bool GSRendererHW::TryTargetClear(GSTextureCache::Target* rt, GSTextureCache::Ta
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bool GSRendererHW::TryGSMemClear(bool no_rt, bool preserve_rt, bool invalidate_rt, u32 rt_end_bp,
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bool no_ds, bool preserve_z, bool invalidate_z, u32 ds_end_bp)
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{
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if (!PrimitiveCoversWithoutGaps())
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if (PrimitiveCoversWithoutGaps() == NoGapsType::GapsFound)
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return false;
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// Limit the hack to a single full buffer clear. Some games might use severals column to clear a screen
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@ -414,7 +414,7 @@ public:
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void DrawMultiStretchRects(const MultiStretchRect* rects, u32 num_rects, GSTexture* dTex, ShaderConvert shader) override;
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void UpdateCLUTTexture(GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, GSTexture* dTex, u32 dOffset, u32 dSize) override;
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void ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 offsetX, u32 offsetY, u32 SBW, u32 SPSM, GSTexture* dTex, u32 DBW, u32 DPSM) override;
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void FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32 downsample_factor, const GSVector2i& clamp_min) override;
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void FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32 downsample_factor, const GSVector2i& clamp_min, const GSVector4& dRect) override;
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void FlushClears(GSTexture* tex);
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@ -1696,7 +1696,7 @@ void GSDeviceMTL::ConvertToIndexedTexture(GSTexture* sTex, float sScale, u32 off
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DoStretchRect(sTex, GSVector4::zero(), dTex, dRect, pipeline, false, LoadAction::DontCareIfFull, &uniform, sizeof(uniform));
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}}
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void GSDeviceMTL::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32 downsample_factor, const GSVector2i& clamp_min)
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void GSDeviceMTL::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u32 downsample_factor, const GSVector2i& clamp_min, const GSVector4& dRect)
|
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{ @autoreleasepool {
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const ShaderConvert shader = ShaderConvert::DOWNSAMPLE_COPY;
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id<MTLRenderPipelineState> pipeline = m_convert_pipeline[static_cast<int>(shader)];
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@ -1706,7 +1706,6 @@ void GSDeviceMTL::FilteredDownsampleTexture(GSTexture* sTex, GSTexture* dTex, u3
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GSMTLDownsamplePSUniform uniform = { {static_cast<uint>(clamp_min.x), static_cast<uint>(clamp_min.x)}, downsample_factor,
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static_cast<float>(downsample_factor * downsample_factor) };
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const GSVector4 dRect = GSVector4(dTex->GetRect());
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||||
DoStretchRect(sTex, GSVector4::zero(), dTex, dRect, pipeline, false, LoadAction::DontCareIfFull, &uniform, sizeof(uniform));
|
||||
}}
|
||||
|
||||
|
|
Loading…
Reference in New Issue