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GPU: Clamp UVs to active rect when presenting
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@ -1571,11 +1571,14 @@ bool GPU::CompileDisplayPipeline()
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fs = shadergen.GenerateDisplaySharpBilinearFragmentShader();
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break;
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case DisplayScalingMode::Nearest:
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case DisplayScalingMode::BilinearSmooth:
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fs = shadergen.GenerateDisplayFragmentShader(true);
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break;
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case DisplayScalingMode::Nearest:
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case DisplayScalingMode::NearestInteger:
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default:
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fs = shadergen.GenerateDisplayFragmentShader();
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fs = shadergen.GenerateDisplayFragmentShader(false);
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break;
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}
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@ -1659,6 +1662,7 @@ bool GPU::RenderDisplay(GPUFramebuffer* target, const Common::Rectangle<s32>& dr
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{
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float src_rect[4];
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float src_size[4];
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float clamp_rect[4];
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float params[4];
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} uniforms;
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std::memset(uniforms.params, 0, sizeof(uniforms.params));
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@ -1718,14 +1722,20 @@ bool GPU::RenderDisplay(GPUFramebuffer* target, const Common::Rectangle<s32>& dr
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g_gpu_device->SetTextureSampler(
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0, m_display_texture, texture_filter_linear ? g_gpu_device->GetLinearSampler() : g_gpu_device->GetNearestSampler());
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const float position_adjust = bilinear_adjust ? 0.5f : 0.0f;
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const float size_adjust = bilinear_adjust ? 1.0f : 0.0f;
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// For bilinear, clamp to 0.5/SIZE-0.5 to avoid bleeding from the adjacent texels in VRAM. This is because
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// 1.0 in UV space is not the bottom-right texel, but a mix of the bottom-right and wrapped/next texel.
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const float rcp_width = 1.0f / static_cast<float>(m_display_texture->GetWidth());
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const float rcp_height = 1.0f / static_cast<float>(m_display_texture->GetHeight());
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uniforms.src_rect[0] = (static_cast<float>(m_display_texture_view_x) + position_adjust) * rcp_width;
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uniforms.src_rect[1] = (static_cast<float>(m_display_texture_view_y) + position_adjust) * rcp_height;
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uniforms.src_rect[2] = (static_cast<float>(m_display_texture_view_width) - size_adjust) * rcp_width;
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uniforms.src_rect[3] = (static_cast<float>(m_display_texture_view_height) - size_adjust) * rcp_height;
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uniforms.src_rect[0] = static_cast<float>(m_display_texture_view_x) * rcp_width;
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uniforms.src_rect[1] = static_cast<float>(m_display_texture_view_y) * rcp_height;
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uniforms.src_rect[2] = static_cast<float>(m_display_texture_view_width) * rcp_width;
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uniforms.src_rect[3] = static_cast<float>(m_display_texture_view_height) * rcp_height;
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uniforms.clamp_rect[0] = (static_cast<float>(m_display_texture_view_x) + 0.5f) * rcp_width;
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uniforms.clamp_rect[1] = (static_cast<float>(m_display_texture_view_y) + 0.5f) * rcp_height;
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uniforms.clamp_rect[2] =
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(static_cast<float>(m_display_texture_view_x + m_display_texture_view_width) - 0.5f) * rcp_width;
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uniforms.clamp_rect[3] =
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(static_cast<float>(m_display_texture_view_y + m_display_texture_view_height) - 0.5f) * rcp_height;
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uniforms.src_size[0] = static_cast<float>(m_display_texture->GetWidth());
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uniforms.src_size[1] = static_cast<float>(m_display_texture->GetHeight());
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uniforms.src_size[2] = rcp_width;
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@ -12,7 +12,12 @@ GPUShaderGen::~GPUShaderGen() = default;
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void GPUShaderGen::WriteDisplayUniformBuffer(std::stringstream& ss)
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{
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DeclareUniformBuffer(ss, {"float4 u_src_rect", "float4 u_src_size", "float4 u_params"}, true);
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DeclareUniformBuffer(ss, {"float4 u_src_rect", "float4 u_src_size", "float4 u_clamp_rect", "float4 u_params"}, true);
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ss << R"(
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float2 ClampUV(float2 uv) {
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return clamp(uv, u_clamp_rect.xy, u_clamp_rect.zw);
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})";
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}
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std::string GPUShaderGen::GenerateDisplayVertexShader()
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@ -35,17 +40,17 @@ std::string GPUShaderGen::GenerateDisplayVertexShader()
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return ss.str();
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}
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std::string GPUShaderGen::GenerateDisplayFragmentShader()
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std::string GPUShaderGen::GenerateDisplayFragmentShader(bool clamp_uv)
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{
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std::stringstream ss;
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WriteHeader(ss);
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WriteDisplayUniformBuffer(ss);
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DeclareTexture(ss, "samp0", 0);
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DeclareFragmentEntryPoint(ss, 0, 1, {}, false, 1);
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ss << R"(
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{
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o_col0 = float4(SAMPLE_TEXTURE(samp0, v_tex0).rgb, 1.0f);
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})";
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if (clamp_uv)
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ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(v_tex0)).rgb, 1.0f);\n }";
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else
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ss << "{\n o_col0 = float4(SAMPLE_TEXTURE(samp0, v_tex0).rgb, 1.0f);\n }";
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return ss.str();
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}
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@ -72,7 +77,7 @@ std::string GPUShaderGen::GenerateDisplaySharpBilinearFragmentShader()
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float2 f = (center_dist - clamp(center_dist, -region_range, region_range)) * scale + 0.5;
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float2 mod_texel = texel_floored + f;
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o_col0 = float4(SAMPLE_TEXTURE(samp0, mod_texel * u_src_size.zw).rgb, 1.0f);
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o_col0 = float4(SAMPLE_TEXTURE(samp0, ClampUV(mod_texel * u_src_size.zw)).rgb, 1.0f);
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})";
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return ss.str();
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@ -12,7 +12,7 @@ public:
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~GPUShaderGen();
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std::string GenerateDisplayVertexShader();
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std::string GenerateDisplayFragmentShader();
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std::string GenerateDisplayFragmentShader(bool clamp_uv);
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std::string GenerateDisplaySharpBilinearFragmentShader();
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private:
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