GS/OpenGL: Move scaling factor to shader constant

This commit is contained in:
Connor McLaughlin 2021-12-21 21:00:24 +10:00 committed by lightningterror
parent 7d39d02e98
commit efed92b15c
5 changed files with 12 additions and 14 deletions

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@ -47,8 +47,6 @@ out gl_PerVertex {
#ifdef FRAGMENT_SHADER
layout(std140, binding = 15) uniform cb15
{
ivec4 ScalingFactor;
int EMODA;
int EMODC;
ivec2 pad_cb15;

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@ -226,9 +226,9 @@ void ps_convert_rgba_8i()
int txN = tb.x | (int(gl_FragCoord.x) & 7);
int txH = tb.x | ((int(gl_FragCoord.x) + 4) & 7);
txN *= ScalingFactor.x;
txH *= ScalingFactor.x;
ty *= ScalingFactor.y;
txN *= PS_SCALE_FACTOR;
txH *= PS_SCALE_FACTOR;
ty *= PS_SCALE_FACTOR;
// TODO investigate texture gather
vec4 cN = texelFetch(TextureSampler, ivec2(txN, ty), 0);

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@ -282,7 +282,7 @@ ivec2 clamp_wrap_uv_depth(ivec2 uv)
vec4 sample_depth(vec2 st)
{
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScalingFactor.xy) * vec2(1.0f/16.0f);
vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(float(PS_SCALE_FACTOR)) * vec2(1.0f/16.0f);
ivec2 uv = ivec2(uv_f);
vec4 t = vec4(0.0f);
@ -619,7 +619,7 @@ void ps_dither(inout vec3 C)
#if PS_DITHER == 2
ivec2 fpos = ivec2(gl_FragCoord.xy);
#else
ivec2 fpos = ivec2(gl_FragCoord.xy / ScalingFactor.x);
ivec2 fpos = ivec2(gl_FragCoord.xy / float(PS_SCALE_FACTOR));
#endif
C += DitherMatrix[fpos.y&3][fpos.x&3];
#endif

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@ -67,6 +67,7 @@ GSDeviceOGL::GSDeviceOGL()
GLState::Clear();
m_mipmap = theApp.GetConfigI("mipmap");
m_upscale_multiplier = std::max(1, theApp.GetConfigI("upscale_multiplier"));
if (theApp.GetConfigB("UserHacks"))
m_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
else
@ -381,11 +382,6 @@ bool GSDeviceOGL::Create(const WindowInfo& wi)
GL_PUSH("GSDeviceOGL::Convert");
m_convert.cb = new GSUniformBufferOGL("Misc UBO", g_convert_index, sizeof(MiscConstantBuffer));
// Upload once and forget about it.
// Use value of 1 when upscale multiplier is 0 for ScalingFactor,
// this is to avoid doing math with 0 in shader. It helps custom res be less broken.
m_misc_cb_cache.ScalingFactor = GSVector4i(std::max(1, theApp.GetConfigI("upscale_multiplier")));
m_convert.cb->cache_upload(&m_misc_cb_cache);
const auto shader = Host::ReadResourceFileToString("shaders/opengl/convert.glsl");
if (!shader.has_value())
@ -397,7 +393,10 @@ bool GSDeviceOGL::Create(const WindowInfo& wi)
for (size_t i = 0; i < std::size(m_convert.ps); i++)
{
const char* name = shaderName(static_cast<ShaderConvert>(i));
ps = m_shader->Compile("convert.glsl", name, GL_FRAGMENT_SHADER, m_shader_common_header, shader->c_str());
const std::string macro_sel = (static_cast<ShaderConvert>(i) == ShaderConvert::RGBA_TO_8I) ?
format("#define PS_SCALE_FACTOR %d\n", m_upscale_multiplier) :
std::string();
ps = m_shader->Compile("convert.glsl", name, GL_FRAGMENT_SHADER, m_shader_common_header, shader->c_str(), macro_sel);
std::string pretty_name = std::string("Convert pipe ") + name;
m_convert.ps[i] = m_shader->LinkPipeline(pretty_name, vs, 0, ps);
}
@ -1009,6 +1008,7 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
+ format("#define PS_DITHER %d\n", sel.dither)
+ format("#define PS_ZCLAMP %d\n", sel.zclamp)
+ format("#define PS_PABE %d\n", sel.pabe)
+ format("#define PS_SCALE_FACTOR %d\n", m_upscale_multiplier)
;
if (GLLoader::buggy_sso_dual_src)

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@ -183,7 +183,6 @@ public:
struct alignas(32) MiscConstantBuffer
{
GSVector4i ScalingFactor;
GSVector4i EMOD_AC;
MiscConstantBuffer() { memset(this, 0, sizeof(*this)); }
@ -195,6 +194,7 @@ public:
private:
std::unique_ptr<GL::Context> m_gl_context;
int m_mipmap;
int m_upscale_multiplier;
TriFiltering m_filter;
static bool m_debug_gl_call;