GPU: Use full display rect for postfx calculations

This commit is contained in:
Stenzek 2024-08-06 17:38:08 +10:00
parent 4f16cb61b4
commit b2ca23e9da
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3 changed files with 45 additions and 32 deletions

View file

@ -1095,12 +1095,14 @@ void GPU::UpdateCommandTickEvent()
void GPU::ConvertScreenCoordinatesToDisplayCoordinates(float window_x, float window_y, float* display_x,
float* display_y) const
{
const GSVector4i draw_rc =
CalculateDrawRect(g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight(), true, true);
GSVector4i display_rc, draw_rc;
CalculateDrawRect(g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight(), true, true, &display_rc, &draw_rc);
// convert coordinates to active display region, then to full display region
const float scaled_display_x = (window_x - static_cast<float>(draw_rc.left)) / static_cast<float>(draw_rc.width());
const float scaled_display_y = (window_y - static_cast<float>(draw_rc.top)) / static_cast<float>(draw_rc.height());
const float scaled_display_x =
(window_x - static_cast<float>(display_rc.left)) / static_cast<float>(display_rc.width());
const float scaled_display_y =
(window_y - static_cast<float>(display_rc.top)) / static_cast<float>(display_rc.height());
// scale back to internal resolution
*display_x = scaled_display_x * static_cast<float>(m_crtc_state.display_width);
@ -1941,12 +1943,14 @@ bool GPU::PresentDisplay()
{
FlushRender();
const GSVector4i draw_rect = CalculateDrawRect(g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight(),
!g_settings.debugging.show_vram, true);
return RenderDisplay(nullptr, draw_rect, !g_settings.debugging.show_vram);
GSVector4i display_rect;
GSVector4i draw_rect;
CalculateDrawRect(g_gpu_device->GetWindowWidth(), g_gpu_device->GetWindowHeight(), !g_settings.debugging.show_vram,
true, &display_rect, &draw_rect);
return RenderDisplay(nullptr, display_rect, draw_rect, !g_settings.debugging.show_vram);
}
bool GPU::RenderDisplay(GPUTexture* target, const GSVector4i draw_rect, bool postfx)
bool GPU::RenderDisplay(GPUTexture* target, const GSVector4i display_rect, const GSVector4i draw_rect, bool postfx)
{
GL_SCOPE_FMT("RenderDisplay: {}", draw_rect);
@ -2105,7 +2109,7 @@ bool GPU::RenderDisplay(GPUTexture* target, const GSVector4i draw_rect, bool pos
const s32 orig_height = static_cast<s32>(std::ceil(static_cast<float>(m_crtc_state.display_height) * upscale_y));
return PostProcessing::DisplayChain.Apply(PostProcessing::DisplayChain.GetInputTexture(), nullptr, target,
real_draw_rect, orig_width, orig_height, m_crtc_state.display_width,
display_rect, orig_width, orig_height, m_crtc_state.display_width,
m_crtc_state.display_height);
}
else
@ -2339,8 +2343,8 @@ bool GPU::ApplyChromaSmoothing()
return true;
}
GSVector4i GPU::CalculateDrawRect(s32 window_width, s32 window_height, bool apply_rotation,
bool apply_aspect_ratio) const
void GPU::CalculateDrawRect(s32 window_width, s32 window_height, bool apply_rotation, bool apply_aspect_ratio,
GSVector4i* display_rect, GSVector4i* draw_rect) const
{
const bool integer_scale = (g_settings.display_scaling == DisplayScalingMode::NearestInteger ||
g_settings.display_scaling == DisplayScalingMode::BilinearInteger);
@ -2450,7 +2454,9 @@ GSVector4i GPU::CalculateDrawRect(s32 window_width, s32 window_height, bool appl
const s32 top = static_cast<s32>(active_top * scale + top_padding);
const s32 right = left + static_cast<s32>(active_width * scale);
const s32 bottom = top + static_cast<s32>(active_height * scale);
return GSVector4i(left, top, right, bottom);
*draw_rect = GSVector4i(left, top, right, bottom);
*display_rect = GSVector4i(
GSVector4(left_padding, top_padding, left_padding + display_width * scale, top_padding + display_height * scale));
}
bool CompressAndWriteTextureToFile(u32 width, u32 height, std::string filename, FileSystem::ManagedCFilePtr fp,
@ -2622,8 +2628,9 @@ bool GPU::WriteDisplayTextureToFile(std::string filename, bool compress_on_threa
flip_y, std::move(texture_data), texture_data_stride, m_display_texture->GetFormat(), false, compress_on_thread);
}
bool GPU::RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i draw_rect, bool postfx,
std::vector<u32>* out_pixels, u32* out_stride, GPUTexture::Format* out_format)
bool GPU::RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i display_rect, const GSVector4i draw_rect,
bool postfx, std::vector<u32>* out_pixels, u32* out_stride,
GPUTexture::Format* out_format)
{
const GPUTexture::Format hdformat =
g_gpu_device->HasSurface() ? g_gpu_device->GetWindowFormat() : GPUTexture::Format::RGBA8;
@ -2636,7 +2643,7 @@ bool GPU::RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i draw_
g_gpu_device->ClearRenderTarget(render_texture.get(), GPUDevice::DEFAULT_CLEAR_COLOR);
// TODO: this should use copy shader instead.
RenderDisplay(render_texture.get(), draw_rect, postfx);
RenderDisplay(render_texture.get(), display_rect, draw_rect, postfx);
const u32 stride = Common::AlignUpPow2(GPUTexture::GetPixelSize(hdformat) * width, sizeof(u32));
out_pixels->resize((height * stride) / sizeof(u32));
@ -2674,7 +2681,8 @@ bool GPU::RenderScreenshotToFile(std::string filename, DisplayScreenshotMode mod
{
u32 width = g_gpu_device->GetWindowWidth();
u32 height = g_gpu_device->GetWindowHeight();
GSVector4i draw_rect = CalculateDrawRect(width, height, true, !g_settings.debugging.show_vram);
GSVector4i display_rect, draw_rect;
CalculateDrawRect(width, height, true, !g_settings.debugging.show_vram, &display_rect, &draw_rect);
const bool internal_resolution = (mode != DisplayScreenshotMode::ScreenResolution || g_settings.debugging.show_vram);
if (internal_resolution && m_display_texture_view_width != 0 && m_display_texture_view_height != 0)
@ -2727,6 +2735,7 @@ bool GPU::RenderScreenshotToFile(std::string filename, DisplayScreenshotMode mod
// Remove padding, it's not part of the framebuffer.
draw_rect = GSVector4i(0, 0, static_cast<s32>(width), static_cast<s32>(height));
display_rect = draw_rect;
}
if (width == 0 || height == 0)
return false;
@ -2734,7 +2743,7 @@ bool GPU::RenderScreenshotToFile(std::string filename, DisplayScreenshotMode mod
std::vector<u32> pixels;
u32 pixels_stride;
GPUTexture::Format pixels_format;
if (!RenderScreenshotToBuffer(width, height, draw_rect, !internal_resolution, &pixels, &pixels_stride,
if (!RenderScreenshotToBuffer(width, height, display_rect, draw_rect, !internal_resolution, &pixels, &pixels_stride,
&pixels_format))
{
ERROR_LOG("Failed to render {}x{} screenshot", width, height);

View file

@ -4,8 +4,8 @@
#pragma once
#include "gpu_types.h"
#include "timers.h"
#include "types.h"
#include "timing_event.h"
#include "types.h"
#include "util/gpu_texture.h"
@ -207,14 +207,16 @@ public:
virtual void FlushRender() = 0;
/// Helper function for computing the draw rectangle in a larger window.
GSVector4i CalculateDrawRect(s32 window_width, s32 window_height, bool apply_rotation, bool apply_aspect_ratio) const;
void CalculateDrawRect(s32 window_width, s32 window_height, bool apply_rotation, bool apply_aspect_ratio,
GSVector4i* display_rect, GSVector4i* draw_rect) const;
/// Helper function to save current display texture to PNG.
bool WriteDisplayTextureToFile(std::string filename, bool compress_on_thread = false);
/// Renders the display, optionally with postprocessing to the specified image.
bool RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i draw_rect, bool postfx,
std::vector<u32>* out_pixels, u32* out_stride, GPUTexture::Format* out_format);
bool RenderScreenshotToBuffer(u32 width, u32 height, const GSVector4i display_rect, const GSVector4i draw_rect,
bool postfx, std::vector<u32>* out_pixels, u32* out_stride,
GPUTexture::Format* out_format);
/// Helper function to save screenshot to PNG.
bool RenderScreenshotToFile(std::string filename, DisplayScreenshotMode mode, u8 quality, bool compress_on_thread,
@ -343,8 +345,7 @@ protected:
AddCommandTicks(pixels);
}
ALWAYS_INLINE_RELEASE void AddDrawRectangleTicks(const GSVector4i clamped_rect, bool textured,
bool semitransparent)
ALWAYS_INLINE_RELEASE void AddDrawRectangleTicks(const GSVector4i clamped_rect, bool textured, bool semitransparent)
{
u32 drawn_width = clamped_rect.width();
u32 drawn_height = clamped_rect.height();
@ -591,7 +592,7 @@ protected:
void SetDisplayTexture(GPUTexture* texture, GPUTexture* depth_texture, s32 view_x, s32 view_y, s32 view_width,
s32 view_height);
bool RenderDisplay(GPUTexture* target, const GSVector4i draw_rect, bool postfx);
bool RenderDisplay(GPUTexture* target, const GSVector4i display_rect, const GSVector4i draw_rect, bool postfx);
bool Deinterlace(u32 field, u32 line_skip);
bool DeinterlaceExtractField(u32 dst_bufidx, GPUTexture* src, u32 x, u32 y, u32 width, u32 height, u32 line_skip);

View file

@ -2869,19 +2869,22 @@ bool System::SaveStateToBuffer(SaveStateBuffer* buffer, Error* error, u32 screen
if (screenshot_size > 0)
{
// assume this size is the width
const float display_aspect_ratio = g_gpu->ComputeDisplayAspectRatio();
const u32 screenshot_width = screenshot_size;
const u32 screenshot_height =
std::max(1u, static_cast<u32>(static_cast<float>(screenshot_width) /
((display_aspect_ratio > 0.0f) ? display_aspect_ratio : 1.0f)));
GSVector4i screenshot_display_rect, screenshot_draw_rect;
g_gpu->CalculateDrawRect(screenshot_size, screenshot_size, true, true, &screenshot_display_rect,
&screenshot_draw_rect);
const u32 screenshot_width = static_cast<u32>(screenshot_display_rect.width());
const u32 screenshot_height = static_cast<u32>(screenshot_display_rect.height());
screenshot_draw_rect = screenshot_draw_rect.sub32(screenshot_display_rect.xyxy());
screenshot_display_rect = screenshot_display_rect.sub32(screenshot_display_rect.xyxy());
VERBOSE_LOG("Saving {}x{} screenshot for state", screenshot_width, screenshot_height);
std::vector<u32> screenshot_buffer;
u32 screenshot_stride;
GPUTexture::Format screenshot_format;
if (g_gpu->RenderScreenshotToBuffer(screenshot_width, screenshot_height,
GSVector4i(0, 0, screenshot_width, screenshot_height), false,
&screenshot_buffer, &screenshot_stride, &screenshot_format) &&
if (g_gpu->RenderScreenshotToBuffer(screenshot_width, screenshot_height, screenshot_display_rect,
screenshot_draw_rect, false, &screenshot_buffer, &screenshot_stride,
&screenshot_format) &&
GPUTexture::ConvertTextureDataToRGBA8(screenshot_width, screenshot_height, screenshot_buffer, screenshot_stride,
screenshot_format))
{