HostDisplay: Fudge texture coordinates for better linear filtering

This commit is contained in:
Connor McLaughlin 2020-02-29 00:18:24 +10:00
parent 6bacbf3438
commit e1d4c0b9d4
4 changed files with 10 additions and 10 deletions

View file

@ -418,8 +418,8 @@ void D3D11DisplayWindow::renderDisplay()
0, 1, m_display_linear_filtering ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf()); 0, 1, m_display_linear_filtering ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf());
const float uniforms[4] = { const float uniforms[4] = {
static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width), (static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height), (static_cast<float>(m_display_texture_view_y) + 0.25f) / static_cast<float>(m_display_texture_height),
(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width), (static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
(static_cast<float>(m_display_texture_view_height) - 0.5f) / static_cast<float>(m_display_texture_height)}; (static_cast<float>(m_display_texture_view_height) - 0.5f) / static_cast<float>(m_display_texture_height)};
const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms)); const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));

View file

@ -475,10 +475,10 @@ void OpenGLDisplayWindow::renderDisplay()
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
m_display_program.Bind(); m_display_program.Bind();
m_display_program.Uniform4f( m_display_program.Uniform4f(
0, static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width), 0, (static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height), (static_cast<float>(m_display_texture_view_y) - 0.25f) / static_cast<float>(m_display_texture_height),
(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width), (static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
(static_cast<float>(m_display_texture_view_height) - 0.5f) / static_cast<float>(m_display_texture_height)); (static_cast<float>(m_display_texture_view_height) + 0.5f) / static_cast<float>(m_display_texture_height));
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle))); glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle)));
glBindSampler(0, m_display_linear_filtering ? m_display_linear_sampler : m_display_nearest_sampler); glBindSampler(0, m_display_linear_filtering ? m_display_linear_sampler : m_display_nearest_sampler);
glBindVertexArray(m_display_vao); glBindVertexArray(m_display_vao);

View file

@ -395,8 +395,8 @@ void D3D11HostDisplay::RenderDisplay()
0, 1, m_display_linear_filtering ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf()); 0, 1, m_display_linear_filtering ? m_linear_sampler.GetAddressOf() : m_point_sampler.GetAddressOf());
const float uniforms[4] = { const float uniforms[4] = {
static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width), (static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height), (static_cast<float>(m_display_texture_view_y) + 0.25f) / static_cast<float>(m_display_texture_height),
(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width), (static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
(static_cast<float>(m_display_texture_view_height) - 0.5f) / static_cast<float>(m_display_texture_height)}; (static_cast<float>(m_display_texture_view_height) - 0.5f) / static_cast<float>(m_display_texture_height)};
const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms)); const auto map = m_display_uniform_buffer.Map(m_context.Get(), sizeof(uniforms), sizeof(uniforms));

View file

@ -386,10 +386,10 @@ void OpenGLHostDisplay::RenderDisplay()
glDepthMask(GL_FALSE); glDepthMask(GL_FALSE);
m_display_program.Bind(); m_display_program.Bind();
m_display_program.Uniform4f( m_display_program.Uniform4f(
0, static_cast<float>(m_display_texture_view_x) / static_cast<float>(m_display_texture_width), 0, (static_cast<float>(m_display_texture_view_x) + 0.25f) / static_cast<float>(m_display_texture_width),
static_cast<float>(m_display_texture_view_y) / static_cast<float>(m_display_texture_height), (static_cast<float>(m_display_texture_view_y) - 0.25f) / static_cast<float>(m_display_texture_height),
(static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width), (static_cast<float>(m_display_texture_view_width) - 0.5f) / static_cast<float>(m_display_texture_width),
(static_cast<float>(m_display_texture_view_height) - 0.5f) / static_cast<float>(m_display_texture_height)); (static_cast<float>(m_display_texture_view_height) + 0.5f) / static_cast<float>(m_display_texture_height));
glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle))); glBindTexture(GL_TEXTURE_2D, static_cast<GLuint>(reinterpret_cast<uintptr_t>(m_display_texture_handle)));
glBindSampler(0, m_display_linear_filtering ? m_display_linear_sampler : m_display_nearest_sampler); glBindSampler(0, m_display_linear_filtering ? m_display_linear_sampler : m_display_nearest_sampler);
glBindVertexArray(m_display_vao); glBindVertexArray(m_display_vao);