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https://github.com/RetroDECK/Duckstation.git
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HostDisplay: Adjust offsets for linear filtering
Fixes line on right of screen in South Park.
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19cebd97da
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@ -455,8 +455,8 @@ void D3D11HostDisplay::renderDisplay()
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0, 1, m_display_linear_filtering ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf());
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const float uniforms[4] = {
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(static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_y) + 0.25f) / static_cast<float>(m_display_texture_height),
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static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_height) - 0.5f) / static_cast<float>(m_display_texture_height)};
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const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));
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@ -4,10 +4,10 @@
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#include "imgui.h"
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#include "qtdisplaywidget.h"
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#include "qthostinterface.h"
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#include <QtCore/QDebug>
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#include <QtGui/QGuiApplication>
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#include <QtGui/QKeyEvent>
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#include <QtGui/QWindow>
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#include <QtCore/QDebug>
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#include <array>
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#include <imgui_impl_opengl3.h>
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#include <tuple>
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@ -534,8 +534,8 @@ void OpenGLHostDisplay::renderDisplay()
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glDepthMask(GL_FALSE);
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m_display_program.Bind();
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m_display_program.Uniform4f(
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0, (static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_y) - 0.25f) / static_cast<float>(m_display_texture_height),
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0, static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_height) + 0.5f) / static_cast<float>(m_display_texture_height));
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glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle)));
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@ -409,7 +409,8 @@ void D3D11HostDisplay::RenderDisplay()
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if (!m_display_texture_handle)
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return;
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const auto [vp_left, vp_top, vp_width, vp_height] = CalculateDrawRect(m_window_width, m_window_height, m_display_top_margin);
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const auto [vp_left, vp_top, vp_width, vp_height] =
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CalculateDrawRect(m_window_width, m_window_height, m_display_top_margin);
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m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_context->VSSetShader(m_display_vertex_shader.Get(), nullptr, 0);
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@ -419,8 +420,8 @@ void D3D11HostDisplay::RenderDisplay()
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0, 1, m_display_linear_filtering ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf());
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const float uniforms[4] = {
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(static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_y) + 0.25f) / static_cast<float>(m_display_texture_height),
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static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_height) - 0.5f) / static_cast<float>(m_display_texture_height)};
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const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));
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@ -391,7 +391,8 @@ void OpenGLHostDisplay::RenderDisplay()
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if (!m_display_texture_handle)
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return;
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const auto [vp_left, vp_top, vp_width, vp_height] = CalculateDrawRect(m_window_width, m_window_height, m_display_top_margin);
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const auto [vp_left, vp_top, vp_width, vp_height] =
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CalculateDrawRect(m_window_width, m_window_height, m_display_top_margin);
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glViewport(vp_left, m_window_height - vp_top - vp_height, vp_width, vp_height);
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glDisable(GL_BLEND);
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@ -401,8 +402,8 @@ void OpenGLHostDisplay::RenderDisplay()
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glDepthMask(GL_FALSE);
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m_display_program.Bind();
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m_display_program.Uniform4f(
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0, (static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_y) - 0.25f) / static_cast<float>(m_display_texture_height),
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0, static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width),
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static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height),
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(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
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(static_cast<float>(m_display_texture_view_height) + 0.5f) / static_cast<float>(m_display_texture_height));
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glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle)));
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