GPU: Make display texture 720x576 instead of 1024x512

Some PAL games render in the full permissable 576 height, not 512.
This commit is contained in:
Connor McLaughlin 2021-02-01 00:51:15 +10:00
parent d1a5b89f0a
commit 23e102b90a
4 changed files with 22 additions and 6 deletions

View file

@ -46,7 +46,11 @@ protected:
UNIFORM_BUFFER_SIZE = 512 * 1024,
MAX_BATCH_VERTEX_COUNTER_IDS = 65536 - 2,
MAX_VERTICES_FOR_RECTANGLE = 6 * (((MAX_PRIMITIVE_WIDTH + (TEXTURE_PAGE_WIDTH - 1)) / TEXTURE_PAGE_WIDTH) + 1u) *
(((MAX_PRIMITIVE_HEIGHT + (TEXTURE_PAGE_HEIGHT - 1)) / TEXTURE_PAGE_HEIGHT) + 1u)
(((MAX_PRIMITIVE_HEIGHT + (TEXTURE_PAGE_HEIGHT - 1)) / TEXTURE_PAGE_HEIGHT) + 1u),
// In interlaced modes, we can exceed the 512 height of VRAM, up to 576 in PAL games.
BASE_DISPLAY_TEXTURE_WIDTH = 720,
BASE_DISPLAY_TEXTURE_HEIGHT = 576,
};
struct BatchVertex

View file

@ -256,7 +256,8 @@ bool GPU_HW_D3D11::CreateFramebuffer()
D3D11_BIND_DEPTH_STENCIL) ||
!m_vram_read_texture.Create(m_device.Get(), texture_width, texture_height, 1, 1, texture_format,
D3D11_BIND_SHADER_RESOURCE) ||
!m_display_texture.Create(m_device.Get(), texture_width, texture_height, 1, 1, texture_format,
!m_display_texture.Create(m_device.Get(), BASE_DISPLAY_TEXTURE_WIDTH * m_resolution_scale,
BASE_DISPLAY_TEXTURE_HEIGHT * m_resolution_scale, 1, 1, texture_format,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
!m_vram_encoding_texture.Create(m_device.Get(), VRAM_WIDTH, VRAM_HEIGHT, 1, 1, texture_format,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET) ||
@ -905,6 +906,9 @@ void GPU_HW_D3D11::UpdateDisplay()
ID3D11PixelShader* display_pixel_shader =
m_display_pixel_shaders[BoolToUInt8(m_GPUSTAT.display_area_color_depth_24)][static_cast<u8>(interlaced)].Get();
Assert(scaled_display_width <= m_display_texture.GetWidth() &&
scaled_display_height <= m_display_texture.GetHeight());
SetViewportAndScissor(0, 0, scaled_display_width, scaled_display_height);
DrawUtilityShader(display_pixel_shader, uniforms, sizeof(uniforms));

View file

@ -399,8 +399,9 @@ bool GPU_HW_OpenGL::CreateFramebuffer()
!m_vram_encoding_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr,
false) ||
!m_vram_encoding_texture.CreateFramebuffer() ||
!m_display_texture.Create(texture_width, texture_height, 1, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, nullptr,
false) ||
!m_display_texture.Create(BASE_DISPLAY_TEXTURE_WIDTH * m_resolution_scale,
BASE_DISPLAY_TEXTURE_HEIGHT * m_resolution_scale, 1, GL_RGBA8, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr, false) ||
!m_display_texture.CreateFramebuffer())
{
return false;
@ -926,6 +927,9 @@ void GPU_HW_OpenGL::UpdateDisplay()
UploadUniformBuffer(uniforms, sizeof(uniforms));
m_batch_ubo_dirty = true;
Assert(scaled_display_width <= m_display_texture.GetWidth() &&
scaled_display_height <= m_display_texture.GetHeight());
glViewport(0, 0, scaled_display_width, scaled_display_height);
glBindVertexArray(m_attributeless_vao_id);
glDrawArrays(GL_TRIANGLES, 0, 3);

View file

@ -519,8 +519,9 @@ bool GPU_HW_Vulkan::CreateFramebuffer()
!m_vram_read_texture.Create(texture_width, texture_height, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
!m_display_texture.Create(texture_width, texture_height, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
!m_display_texture.Create(BASE_DISPLAY_TEXTURE_WIDTH * m_resolution_scale,
BASE_DISPLAY_TEXTURE_HEIGHT * m_resolution_scale, 1, 1, texture_format,
VK_SAMPLE_COUNT_1_BIT, VK_IMAGE_VIEW_TYPE_2D, VK_IMAGE_TILING_OPTIMAL,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT |
VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT) ||
!m_vram_readback_texture.Create(VRAM_WIDTH, VRAM_HEIGHT, 1, 1, texture_format, VK_SAMPLE_COUNT_1_BIT,
@ -1357,6 +1358,9 @@ void GPU_HW_Vulkan::UpdateDisplay()
m_display_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
m_vram_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
Assert(scaled_display_width <= m_display_texture.GetWidth() &&
scaled_display_height <= m_display_texture.GetHeight());
BeginRenderPass(m_display_render_pass, m_display_framebuffer, 0, 0, scaled_display_width, scaled_display_height);
vkCmdBindPipeline(