GPU: Clamp UVs to active rect when presenting

This commit is contained in:
Stenzek 2023-09-02 19:22:29 +10:00
parent 4588f9ee9f
commit 9e8ff3969e
3 changed files with 31 additions and 16 deletions

View file

@ -1571,11 +1571,14 @@ bool GPU::CompileDisplayPipeline()
fs = shadergen.GenerateDisplaySharpBilinearFragmentShader(); fs = shadergen.GenerateDisplaySharpBilinearFragmentShader();
break; break;
case DisplayScalingMode::Nearest:
case DisplayScalingMode::BilinearSmooth: case DisplayScalingMode::BilinearSmooth:
fs = shadergen.GenerateDisplayFragmentShader(true);
break;
case DisplayScalingMode::Nearest:
case DisplayScalingMode::NearestInteger: case DisplayScalingMode::NearestInteger:
default: default:
fs = shadergen.GenerateDisplayFragmentShader(); fs = shadergen.GenerateDisplayFragmentShader(false);
break; break;
} }
@ -1659,6 +1662,7 @@ bool GPU::RenderDisplay(GPUFramebuffer* target, const Common::Rectangle<s32>& dr
{ {
float src_rect[4]; float src_rect[4];
float src_size[4]; float src_size[4];
float clamp_rect[4];
float params[4]; float params[4];
} uniforms; } uniforms;
std::memset(uniforms.params, 0, sizeof(uniforms.params)); std::memset(uniforms.params, 0, sizeof(uniforms.params));
@ -1718,14 +1722,20 @@ bool GPU::RenderDisplay(GPUFramebuffer* target, const Common::Rectangle<s32>& dr
g_gpu_device->SetTextureSampler( g_gpu_device->SetTextureSampler(
0, m_display_texture, texture_filter_linear ? g_gpu_device->GetLinearSampler() : g_gpu_device->GetNearestSampler()); 0, m_display_texture, texture_filter_linear ? g_gpu_device->GetLinearSampler() : g_gpu_device->GetNearestSampler());
const float position_adjust = bilinear_adjust ? 0.5f : 0.0f; // For bilinear, clamp to 0.5/SIZE-0.5 to avoid bleeding from the adjacent texels in VRAM. This is because
const float size_adjust = bilinear_adjust ? 1.0f : 0.0f; // 1.0 in UV space is not the bottom-right texel, but a mix of the bottom-right and wrapped/next texel.
const float rcp_width = 1.0f / static_cast<float>(m_display_texture->GetWidth()); const float rcp_width = 1.0f / static_cast<float>(m_display_texture->GetWidth());
const float rcp_height = 1.0f / static_cast<float>(m_display_texture->GetHeight()); const float rcp_height = 1.0f / static_cast<float>(m_display_texture->GetHeight());
uniforms.src_rect[0] = (static_cast<float>(m_display_texture_view_x) + position_adjust) * rcp_width; uniforms.src_rect[0] = static_cast<float>(m_display_texture_view_x) * rcp_width;
uniforms.src_rect[1] = (static_cast<float>(m_display_texture_view_y) + position_adjust) * rcp_height; uniforms.src_rect[1] = static_cast<float>(m_display_texture_view_y) * rcp_height;
uniforms.src_rect[2] = (static_cast<float>(m_display_texture_view_width) - size_adjust) * rcp_width; uniforms.src_rect[2] = static_cast<float>(m_display_texture_view_width) * rcp_width;
uniforms.src_rect[3] = (static_cast<float>(m_display_texture_view_height) - size_adjust) * rcp_height; uniforms.src_rect[3] = static_cast<float>(m_display_texture_view_height) * rcp_height;
uniforms.clamp_rect[0] = (static_cast<float>(m_display_texture_view_x) + 0.5f) * rcp_width;
uniforms.clamp_rect[1] = (static_cast<float>(m_display_texture_view_y) + 0.5f) * rcp_height;
uniforms.clamp_rect[2] =
(static_cast<float>(m_display_texture_view_x + m_display_texture_view_width) - 0.5f) * rcp_width;
uniforms.clamp_rect[3] =
(static_cast<float>(m_display_texture_view_y + m_display_texture_view_height) - 0.5f) * rcp_height;
uniforms.src_size[0] = static_cast<float>(m_display_texture->GetWidth()); uniforms.src_size[0] = static_cast<float>(m_display_texture->GetWidth());
uniforms.src_size[1] = static_cast<float>(m_display_texture->GetHeight()); uniforms.src_size[1] = static_cast<float>(m_display_texture->GetHeight());
uniforms.src_size[2] = rcp_width; uniforms.src_size[2] = rcp_width;

View file

@ -12,7 +12,12 @@ GPUShaderGen::~GPUShaderGen() = default;
void GPUShaderGen::WriteDisplayUniformBuffer(std::stringstream& ss) void GPUShaderGen::WriteDisplayUniformBuffer(std::stringstream& ss)
{ {
DeclareUniformBuffer(ss, {"float4 u_src_rect", "float4 u_src_size", "float4 u_params"}, true); DeclareUniformBuffer(ss, {"float4 u_src_rect", "float4 u_src_size", "float4 u_clamp_rect", "float4 u_params"}, true);
ss << R"(
float2 ClampUV(float2 uv) {
return clamp(uv, u_clamp_rect.xy, u_clamp_rect.zw);
})";
} }
std::string GPUShaderGen::GenerateDisplayVertexShader() std::string GPUShaderGen::GenerateDisplayVertexShader()
@ -35,17 +40,17 @@ std::string GPUShaderGen::GenerateDisplayVertexShader()
return ss.str(); return ss.str();
} }
std::string GPUShaderGen::GenerateDisplayFragmentShader() std::string GPUShaderGen::GenerateDisplayFragmentShader(bool clamp_uv)
{ {
std::stringstream ss; std::stringstream ss;
WriteHeader(ss); WriteHeader(ss);
WriteDisplayUniformBuffer(ss); WriteDisplayUniformBuffer(ss);
DeclareTexture(ss, "samp0", 0); DeclareTexture(ss, "samp0", 0);
DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1); DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1);
ss << R"( if (clamp_uv)
{ ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(v_tex0)).rgb, 1.0f);\n }";
o_col0 = float4(SAMPLE_TEXTURE(samp0, v_tex0).rgb, 1.0f); else
})"; ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, v_tex0).rgb, 1.0f);\n }";
return ss.str(); return ss.str();
} }
@ -72,7 +77,7 @@ std::string GPUShaderGen::GenerateDisplaySharpBilinearFragmentShader()
float2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5; float2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
float2 mod_texel = texel_floored + f; float2 mod_texel = texel_floored + f;
o_col0 = float4(SAMPLE_TEXTURE(samp0, mod_texel * u_src_size.zw).rgb, 1.0f); o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(mod_texel * u_src_size.zw)).rgb, 1.0f);
})"; })";
return ss.str(); return ss.str();

View file

@ -12,7 +12,7 @@ public:
~GPUShaderGen(); ~GPUShaderGen();
std::string GenerateDisplayVertexShader(); std::string GenerateDisplayVertexShader();
std::string GenerateDisplayFragmentShader(); std::string GenerateDisplayFragmentShader(bool clamp_uv);
std::string GenerateDisplaySharpBilinearFragmentShader(); std::string GenerateDisplaySharpBilinearFragmentShader();
private: private: