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GPU: Fix display of 24-bit buffers with upscaling enabled
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@ -441,49 +441,68 @@ void GPU_HW_OpenGL::UpdateDisplay()
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{
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GPU_HW::UpdateDisplay();
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const u32 texture_width = m_vram_texture->GetWidth();
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const u32 texture_height = m_vram_texture->GetHeight();
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if (m_debug_options.show_vram)
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{
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m_system->GetHostInterface()->SetDisplayTexture(m_vram_texture.get(), 0, 0, texture_width, texture_height, 1.0f);
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m_system->GetHostInterface()->SetDisplayTexture(m_vram_texture.get(), 0, 0, m_vram_texture->GetWidth(),
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m_vram_texture->GetHeight(), 1.0f);
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}
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else
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{
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const u32 display_width = m_crtc_state.horizontal_resolution * m_resolution_scale;
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const u32 display_height = m_crtc_state.vertical_resolution * m_resolution_scale;
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const u32 vram_offset_x = m_crtc_state.regs.X * m_resolution_scale;
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const u32 vram_offset_y = m_crtc_state.regs.Y * m_resolution_scale;
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const u32 copy_width =
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((vram_offset_x + display_width) > texture_width) ? (texture_width - vram_offset_x) : display_width;
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const u32 copy_height =
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((vram_offset_y + display_height) > texture_height) ? (texture_height - vram_offset_y) : display_height;
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const u32 vram_offset_x = m_crtc_state.regs.X;
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const u32 vram_offset_y = m_crtc_state.regs.Y;
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const u32 scaled_vram_offset_x = vram_offset_x * m_resolution_scale;
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const u32 scaled_vram_offset_y = vram_offset_y * m_resolution_scale;
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const u32 display_width = std::min<u32>(m_crtc_state.horizontal_resolution, VRAM_WIDTH - vram_offset_x);
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const u32 display_height = std::min<u32>(m_crtc_state.vertical_resolution, VRAM_HEIGHT - vram_offset_y);
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const u32 scaled_display_width = display_width * m_resolution_scale;
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const u32 scaled_display_height = display_height * m_resolution_scale;
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const u32 flipped_vram_offset_y = VRAM_HEIGHT - vram_offset_y - display_height;
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const u32 scaled_flipped_vram_offset_y = m_vram_texture->GetHeight() - scaled_vram_offset_y - scaled_display_height;
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if (m_GPUSTAT.display_area_color_depth_24)
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_display_fbo);
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glViewport(0, 0, copy_width, copy_height);
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glDisable(GL_BLEND);
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glDisable(GL_SCISSOR_TEST);
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// Because of how the reinterpret shader works, we need to use the downscaled version.
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if (m_resolution_scale > 1)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_vram_fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_downsample_fbo);
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glBlitFramebuffer(
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scaled_vram_offset_x, scaled_flipped_vram_offset_y, scaled_vram_offset_x + scaled_display_width,
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scaled_flipped_vram_offset_y + scaled_display_height, vram_offset_x, flipped_vram_offset_y,
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vram_offset_x + display_width, flipped_vram_offset_y + display_height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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m_vram_downsample_texture->Bind();
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}
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else
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{
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m_vram_texture->Bind();
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_display_fbo);
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glViewport(0, 0, display_width, display_height);
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m_reinterpret_rgb8_program.Bind();
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m_reinterpret_rgb8_program.Uniform2i(0, vram_offset_x, texture_height - vram_offset_y - copy_height);
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m_vram_texture->Bind();
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m_reinterpret_rgb8_program.Uniform2i(0, vram_offset_x, flipped_vram_offset_y);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// restore state
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_vram_fbo);
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glViewport(0, 0, m_vram_texture->GetWidth(), m_vram_texture->GetHeight());
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glEnable(GL_SCISSOR_TEST);
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, display_width, display_height,
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DISPLAY_ASPECT_RATIO);
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}
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else
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{
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glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, vram_offset_x,
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texture_height - vram_offset_y - copy_height, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D,
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0, 0, 0, 0, copy_width, copy_height, 1);
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}
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glCopyImageSubData(m_vram_texture->GetGLId(), GL_TEXTURE_2D, 0, scaled_vram_offset_x,
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scaled_flipped_vram_offset_y, 0, m_display_texture->GetGLId(), GL_TEXTURE_2D, 0, 0, 0, 0,
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scaled_display_width, scaled_display_height, 1);
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, copy_width, copy_height,
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DISPLAY_ASPECT_RATIO);
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m_system->GetHostInterface()->SetDisplayTexture(m_display_texture.get(), 0, 0, scaled_display_width,
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scaled_display_height, DISPLAY_ASPECT_RATIO);
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}
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}
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}
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