mirror of https://git.suyu.dev/suyu/suyu
renderer_opengl: Minor refactoring of filter selection
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218d790bd6
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@ -437,39 +437,29 @@ void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) {
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glBindTextureUnit(0, fxaa_texture.handle);
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}
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// Set projection matrix
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const std::array ortho_matrix =
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height));
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GLuint fragment_handle;
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const auto filter = Settings::values.scaling_filter.GetValue();
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switch (filter) {
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case Settings::ScalingFilter::NearestNeighbor:
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fragment_handle = present_bilinear_fragment.handle;
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break;
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case Settings::ScalingFilter::Bilinear:
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fragment_handle = present_bilinear_fragment.handle;
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break;
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case Settings::ScalingFilter::Bicubic:
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fragment_handle = present_bicubic_fragment.handle;
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break;
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case Settings::ScalingFilter::Gaussian:
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fragment_handle = present_gaussian_fragment.handle;
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break;
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case Settings::ScalingFilter::ScaleForce:
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fragment_handle = present_scaleforce_fragment.handle;
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break;
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case Settings::ScalingFilter::Fsr:
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LOG_WARNING(
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Render_OpenGL,
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"FidelityFX FSR Super Sampling is not supported in OpenGL, changing to ScaleForce");
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fragment_handle = present_scaleforce_fragment.handle;
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break;
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default:
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fragment_handle = present_bilinear_fragment.handle;
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break;
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}
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const auto fragment_handle = [this]() {
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switch (Settings::values.scaling_filter.GetValue()) {
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case Settings::ScalingFilter::NearestNeighbor:
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case Settings::ScalingFilter::Bilinear:
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return present_bilinear_fragment.handle;
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case Settings::ScalingFilter::Bicubic:
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return present_bicubic_fragment.handle;
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case Settings::ScalingFilter::Gaussian:
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return present_gaussian_fragment.handle;
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case Settings::ScalingFilter::ScaleForce:
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return present_scaleforce_fragment.handle;
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case Settings::ScalingFilter::Fsr:
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LOG_WARNING(
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Render_OpenGL,
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"FidelityFX Super Resolution is not supported in OpenGL, changing to ScaleForce");
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return present_scaleforce_fragment.handle;
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default:
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return present_bilinear_fragment.handle;
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}
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}();
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program_manager.BindPresentPrograms(present_vertex.handle, fragment_handle);
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glProgramUniformMatrix3x2fv(present_vertex.handle, ModelViewMatrixLocation, 1, GL_FALSE,
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ortho_matrix.data());
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