[D3D12] Half-pixel offset improvement
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@ -888,7 +888,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(Endian index_endian) {
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// Z scale/offset is to convert from OpenGL NDC to Direct3D NDC if needed.
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// Also apply half-pixel offset to reproduce Direct3D 9 rasterization rules.
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// TODO(Triang3l): Check if pixel coordinates need to offset depending on a
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// different register.
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// different register (and if there's such register at all).
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bool gl_clip_space_def =
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!(pa_cl_clip_cntl & (1 << 19)) && (pa_cl_vte_cntl & (1 << 4));
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float ndc_scale_x = (pa_cl_vte_cntl & (1 << 0)) ? 1.0f : 1.0f / 1280.0f;
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@ -898,7 +898,7 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(Endian index_endian) {
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float ndc_offset_y = (pa_cl_vte_cntl & (1 << 3)) ? 0.0f : -1.0f;
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float ndc_offset_z = gl_clip_space_def ? 0.5f : 0.0f;
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float pixel_half_pixel_offset = 0.0f;
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if (pa_su_vtx_cntl & (1 << 0)) {
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if (!(pa_su_vtx_cntl & (1 << 0))) {
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if (pa_cl_vte_cntl & (1 << 0)) {
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float viewport_scale_x = regs[XE_GPU_REG_PA_CL_VPORT_XSCALE].f32;
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if (viewport_scale_x != 0.0f) {
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@ -910,10 +910,10 @@ void D3D12CommandProcessor::UpdateSystemConstantValues(Endian index_endian) {
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if (pa_cl_vte_cntl & (1 << 2)) {
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float viewport_scale_y = regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32;
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if (viewport_scale_y != 0.0f) {
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ndc_offset_y += 0.5f / viewport_scale_y;
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ndc_offset_y -= 0.5f / viewport_scale_y;
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}
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} else {
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ndc_offset_y += 1.0f / 2560.0f;
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ndc_offset_y -= 1.0f / 2560.0f;
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}
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pixel_half_pixel_offset = -0.5f;
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}
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