mirror of https://github.com/PCSX2/pcsx2.git
GS/OpenGL: Move scaling factor to shader constant
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7d39d02e98
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@ -47,8 +47,6 @@ out gl_PerVertex {
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#ifdef FRAGMENT_SHADER
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layout(std140, binding = 15) uniform cb15
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{
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ivec4 ScalingFactor;
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int EMODA;
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int EMODC;
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ivec2 pad_cb15;
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@ -226,9 +226,9 @@ void ps_convert_rgba_8i()
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int txN = tb.x | (int(gl_FragCoord.x) & 7);
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int txH = tb.x | ((int(gl_FragCoord.x) + 4) & 7);
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txN *= ScalingFactor.x;
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txH *= ScalingFactor.x;
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ty *= ScalingFactor.y;
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txN *= PS_SCALE_FACTOR;
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txH *= PS_SCALE_FACTOR;
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ty *= PS_SCALE_FACTOR;
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// TODO investigate texture gather
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vec4 cN = texelFetch(TextureSampler, ivec2(txN, ty), 0);
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@ -282,7 +282,7 @@ ivec2 clamp_wrap_uv_depth(ivec2 uv)
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vec4 sample_depth(vec2 st)
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{
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vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(ScalingFactor.xy) * vec2(1.0f/16.0f);
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vec2 uv_f = vec2(clamp_wrap_uv_depth(ivec2(st))) * vec2(float(PS_SCALE_FACTOR)) * vec2(1.0f/16.0f);
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ivec2 uv = ivec2(uv_f);
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vec4 t = vec4(0.0f);
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@ -619,7 +619,7 @@ void ps_dither(inout vec3 C)
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#if PS_DITHER == 2
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ivec2 fpos = ivec2(gl_FragCoord.xy);
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#else
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ivec2 fpos = ivec2(gl_FragCoord.xy / ScalingFactor.x);
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ivec2 fpos = ivec2(gl_FragCoord.xy / float(PS_SCALE_FACTOR));
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#endif
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C += DitherMatrix[fpos.y&3][fpos.x&3];
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#endif
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@ -67,6 +67,7 @@ GSDeviceOGL::GSDeviceOGL()
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GLState::Clear();
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m_mipmap = theApp.GetConfigI("mipmap");
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m_upscale_multiplier = std::max(1, theApp.GetConfigI("upscale_multiplier"));
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if (theApp.GetConfigB("UserHacks"))
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m_filter = static_cast<TriFiltering>(theApp.GetConfigI("UserHacks_TriFilter"));
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else
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@ -381,11 +382,6 @@ bool GSDeviceOGL::Create(const WindowInfo& wi)
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GL_PUSH("GSDeviceOGL::Convert");
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m_convert.cb = new GSUniformBufferOGL("Misc UBO", g_convert_index, sizeof(MiscConstantBuffer));
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// Upload once and forget about it.
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// Use value of 1 when upscale multiplier is 0 for ScalingFactor,
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// this is to avoid doing math with 0 in shader. It helps custom res be less broken.
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m_misc_cb_cache.ScalingFactor = GSVector4i(std::max(1, theApp.GetConfigI("upscale_multiplier")));
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m_convert.cb->cache_upload(&m_misc_cb_cache);
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const auto shader = Host::ReadResourceFileToString("shaders/opengl/convert.glsl");
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if (!shader.has_value())
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@ -397,7 +393,10 @@ bool GSDeviceOGL::Create(const WindowInfo& wi)
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for (size_t i = 0; i < std::size(m_convert.ps); i++)
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{
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const char* name = shaderName(static_cast<ShaderConvert>(i));
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ps = m_shader->Compile("convert.glsl", name, GL_FRAGMENT_SHADER, m_shader_common_header, shader->c_str());
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const std::string macro_sel = (static_cast<ShaderConvert>(i) == ShaderConvert::RGBA_TO_8I) ?
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format("#define PS_SCALE_FACTOR %d\n", m_upscale_multiplier) :
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std::string();
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ps = m_shader->Compile("convert.glsl", name, GL_FRAGMENT_SHADER, m_shader_common_header, shader->c_str(), macro_sel);
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std::string pretty_name = std::string("Convert pipe ") + name;
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m_convert.ps[i] = m_shader->LinkPipeline(pretty_name, vs, 0, ps);
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}
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@ -1009,6 +1008,7 @@ GLuint GSDeviceOGL::CompilePS(PSSelector sel)
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+ format("#define PS_DITHER %d\n", sel.dither)
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+ format("#define PS_ZCLAMP %d\n", sel.zclamp)
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+ format("#define PS_PABE %d\n", sel.pabe)
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+ format("#define PS_SCALE_FACTOR %d\n", m_upscale_multiplier)
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;
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if (GLLoader::buggy_sso_dual_src)
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@ -183,7 +183,6 @@ public:
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struct alignas(32) MiscConstantBuffer
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{
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GSVector4i ScalingFactor;
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GSVector4i EMOD_AC;
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MiscConstantBuffer() { memset(this, 0, sizeof(*this)); }
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@ -195,6 +194,7 @@ public:
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private:
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std::unique_ptr<GL::Context> m_gl_context;
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int m_mipmap;
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int m_upscale_multiplier;
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TriFiltering m_filter;
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static bool m_debug_gl_call;
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