GPU: Fix interlaced display at higher internal resolutions

This commit is contained in:
Connor McLaughlin 2019-10-30 01:01:57 +10:00
parent 5626d4f282
commit 1540769cb4
2 changed files with 26 additions and 15 deletions

View file

@ -429,7 +429,7 @@ ivec2 GetCoords(vec2 fragcoord)
{ {
ivec2 icoords = ivec2(fragcoord); ivec2 icoords = ivec2(fragcoord);
#if INTERLACED #if INTERLACED
if (((icoords.y - u_base_coords.z) & 1) != 0) if ((((icoords.y - u_base_coords.z) / RESOLUTION_SCALE) & 1) != 0)
discard; discard;
#endif #endif
return icoords; return icoords;
@ -480,7 +480,7 @@ void main()
} }
// and normalize // and normalize
o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255, 1.0); o_col0 = vec4(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0, 1.0);
#else #else
// load and return // load and return
o_col0 = texelFetch(samp0, u_base_coords.xy + icoords, 0); o_col0 = texelFetch(samp0, u_base_coords.xy + icoords, 0);

View file

@ -385,7 +385,6 @@ void GPU_HW_OpenGL::UpdateDisplay()
} }
else else
{ {
const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
const u32 vram_offset_x = m_crtc_state.regs.X; const u32 vram_offset_x = m_crtc_state.regs.X;
const u32 vram_offset_y = m_crtc_state.regs.Y; const u32 vram_offset_y = m_crtc_state.regs.Y;
const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale; const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale;
@ -414,9 +413,16 @@ void GPU_HW_OpenGL::UpdateDisplay()
} }
else else
{ {
const u32 field_offset = BoolToUInt8(m_GPUSTAT.vertical_interlace && !m_GPUSTAT.drawing_even_line);
const u32 scaled_field_offset = field_offset * m_resolution_scale;
glDisable(GL_BLEND); glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST); glDisable(GL_SCISSOR_TEST);
const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
[BoolToUInt8(m_GPUSTAT.vertical_interlace)];
prog.Bind();
// Because of how the reinterpret shader works, we need to use the downscaled version. // Because of how the reinterpret shader works, we need to use the downscaled version.
if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1) if (m_GPUSTAT.display_area_color_depth_24 && m_resolution_scale > 1)
{ {
@ -426,29 +432,34 @@ void GPU_HW_OpenGL::UpdateDisplay()
scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_display_width, scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_display_width,
scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y, scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
vram_offset_x + display_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT, GL_NEAREST); vram_offset_x + display_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_downsample_texture->Bind(); m_vram_downsample_texture->Bind();
glViewport(0, field_offset, display_width, display_height);
prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset);
glDrawArrays(GL_TRIANGLES, 0, 3);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
m_crtc_state.display_aspect_ratio);
} }
else else
{ {
m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
m_vram_texture->Bind(); m_vram_texture->Bind();
glViewport(0, scaled_field_offset, scaled_display_width, scaled_display_height);
prog.Uniform3i(0, scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_field_offset);
glDrawArrays(GL_TRIANGLES, 0, 3);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width,
scaled_display_height, m_crtc_state.display_aspect_ratio);
} }
const GL::Program& prog = m_display_programs[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)]
[BoolToUInt8(m_GPUSTAT.vertical_interlace)];
m_display_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
glViewport(0, field_offset, display_width, display_height);
prog.Bind();
prog.Uniform3i(0, vram_offset_x, flipped_vram_offset_y, field_offset);
glDrawArrays(GL_TRIANGLES, 0, 3);
// restore state // restore state
m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER); m_vram_texture->BindFramebuffer(GL_DRAW_FRAMEBUFFER);
glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight()); glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
m_crtc_state.display_aspect_ratio);
} }
} }
} }