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GPU: Preserve low bits in upscaled texture coordinates
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parent
12ce777e30
commit
49be3efb35
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@ -220,10 +220,10 @@ void main()
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v_tex0 = a_tex0;
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v_tex0 = a_tex0;
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// base_x,base_y,palette_x,palette_y
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// base_x,base_y,palette_x,palette_y
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v_texpage.x = (a_texpage & 15) * 64;
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v_texpage.x = (a_texpage & 15) * 64 * RESOLUTION_SCALE;
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v_texpage.y = ((a_texpage >> 4) & 1) * 256;
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v_texpage.y = ((a_texpage >> 4) & 1) * 256 * RESOLUTION_SCALE;
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v_texpage.z = ((a_texpage >> 16) & 63) * 16;
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v_texpage.z = ((a_texpage >> 16) & 63) * 16 * RESOLUTION_SCALE;
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v_texpage.w = ((a_texpage >> 22) & 511);
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v_texpage.w = ((a_texpage >> 22) & 511) * RESOLUTION_SCALE;
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#endif
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#endif
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}
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}
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)";
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)";
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@ -260,17 +260,27 @@ uniform vec2 u_transparent_alpha;
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out vec4 o_col0;
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out vec4 o_col0;
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#if TEXTURED
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#if TEXTURED
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ivec2 ApplyTextureWindow(ivec2 coords)
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ivec2 ApplyNativeTextureWindow(ivec2 coords)
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{
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{
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uint x = (uint(coords.x) & ~(u_texture_window.x * 8u)) | ((u_texture_window.z & u_texture_window.x) * 8u);
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uint x = (uint(coords.x) & ~(u_texture_window.x * 8u)) | ((u_texture_window.z & u_texture_window.x) * 8u);
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uint y = (uint(coords.y) & ~(u_texture_window.y * 8u)) | ((u_texture_window.w & u_texture_window.y) * 8u);
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uint y = (uint(coords.y) & ~(u_texture_window.y * 8u)) | ((u_texture_window.w & u_texture_window.y) * 8u);
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return ivec2(int(x), int(y));
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return ivec2(int(x), int(y));
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}
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}
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ivec2 ApplyTextureWindow(ivec2 coords)
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{
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if (RESOLUTION_SCALE == 1)
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return ApplyNativeTextureWindow(coords);
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ivec2 downscaled_coords = coords / ivec2(RESOLUTION_SCALE);
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ivec2 coords_offset = coords % ivec2(RESOLUTION_SCALE);
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return (ApplyNativeTextureWindow(downscaled_coords) * ivec2(RESOLUTION_SCALE)) + coords_offset;
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}
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vec4 SampleFromVRAM(vec2 coord)
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vec4 SampleFromVRAM(vec2 coord)
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{
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{
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// from 0..1 to 0..255
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// from 0..1 to 0..255
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ivec2 icoord = ivec2(coord * vec2(255.0));
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ivec2 icoord = ivec2(coord * vec2(255 * RESOLUTION_SCALE));
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icoord = ApplyTextureWindow(icoord);
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icoord = ApplyTextureWindow(icoord);
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// adjust for tightly packed palette formats
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// adjust for tightly packed palette formats
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@ -282,8 +292,7 @@ vec4 SampleFromVRAM(vec2 coord)
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#endif
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#endif
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// fixup coords
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// fixup coords
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ivec2 vicoord = ivec2((v_texpage.x + index_coord.x) * RESOLUTION_SCALE,
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ivec2 vicoord = ivec2(v_texpage.x + index_coord.x, fixYCoord(v_texpage.y + index_coord.y));
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fixYCoord((v_texpage.y + index_coord.y) * RESOLUTION_SCALE));
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// load colour/palette
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// load colour/palette
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vec4 color = texelFetch(samp0, vicoord, 0);
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vec4 color = texelFetch(samp0, vicoord, 0);
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@ -291,16 +300,15 @@ vec4 SampleFromVRAM(vec2 coord)
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// apply palette
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// apply palette
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#if PALETTE
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#if PALETTE
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#if PALETTE_4_BIT
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#if PALETTE_4_BIT
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int subpixel = int(icoord.x) & 3;
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int subpixel = int(icoord.x / RESOLUTION_SCALE) & 3;
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uint vram_value = RGBA8ToRGBA5551(color);
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uint vram_value = RGBA8ToRGBA5551(color);
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int palette_index = int((vram_value >> (subpixel * 4)) & 0x0Fu);
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int palette_index = int((vram_value >> (subpixel * 4)) & 0x0Fu);
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#elif PALETTE_8_BIT
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#elif PALETTE_8_BIT
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int subpixel = int(icoord.x) & 1;
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int subpixel = int(icoord.x / RESOLUTION_SCALE) & 1;
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uint vram_value = RGBA8ToRGBA5551(color);
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uint vram_value = RGBA8ToRGBA5551(color);
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int palette_index = int((vram_value >> (subpixel * 8)) & 0xFFu);
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int palette_index = int((vram_value >> (subpixel * 8)) & 0xFFu);
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#endif
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#endif
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ivec2 palette_icoord = ivec2((v_texpage.z + palette_index) * RESOLUTION_SCALE,
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ivec2 palette_icoord = ivec2(v_texpage.z + (palette_index * RESOLUTION_SCALE), fixYCoord(v_texpage.w));
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fixYCoord(v_texpage.w * RESOLUTION_SCALE));
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color = texelFetch(samp0, palette_icoord, 0);
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color = texelFetch(samp0, palette_icoord, 0);
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#endif
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#endif
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