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GPU: Correct handling of large viewport scaling #11407

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Sep 21, 2018
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6 changes: 3 additions & 3 deletions GPU/Common/ShaderUniforms.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -30,7 +30,7 @@ void CalcCullRange(float minValues[4], float maxValues[4], bool flipViewport, bo
// Account for the projection viewport adjustment when viewport is too large.
auto reverseViewportX = [](float x) {
float pspViewport = (x - gstate.getViewportXCenter()) * (1.0f / gstate.getViewportXScale());
return pspViewport * (1.0f / gstate_c.vpWidthScale);
return (pspViewport - gstate_c.vpXOffset) * gstate_c.vpWidthScale;
};
auto reverseViewportY = [flipViewport](float y) {
float heightScale = gstate_c.vpHeightScale;
Expand All @@ -39,12 +39,12 @@ void CalcCullRange(float minValues[4], float maxValues[4], bool flipViewport, bo
heightScale = -heightScale;
}
float pspViewport = (y - gstate.getViewportYCenter()) * (1.0f / gstate.getViewportYScale());
return pspViewport * (1.0f / gstate_c.vpHeightScale);
return (pspViewport - gstate_c.vpYOffset) * heightScale;
};
auto reverseViewportZ = [hasNegZ](float z) {
float pspViewport = (z - gstate.getViewportZCenter()) * (1.0f / gstate.getViewportZScale());
// Differs from GLES: depth is 0 to 1, not -1 to 1.
float realViewport = (pspViewport - gstate_c.vpZOffset) * (1.0f / gstate_c.vpDepthScale);
float realViewport = (pspViewport - gstate_c.vpZOffset) * gstate_c.vpDepthScale;
return hasNegZ ? realViewport : (realViewport * 0.5f + 0.5f);
};
auto sortPair = [](float a, float b) {
Expand Down
2 changes: 1 addition & 1 deletion GPU/D3D11/GPU_D3D11.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -282,7 +282,7 @@ void GPU_D3D11::FinishDeferred() {

inline void GPU_D3D11::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
Expand Down
5 changes: 1 addition & 4 deletions GPU/GLES/ShaderManagerGLES.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -695,10 +695,7 @@ Shader *ShaderManagerGLES::ApplyVertexShader(int prim, u32 vertType, VShaderID *
// Can still work with software transform.
VShaderID vsidTemp;
ComputeVertexShaderID(&vsidTemp, vertType, false);
uint32_t attrMask;
uint64_t uniformMask;
GenerateVertexShader(vsidTemp, codeBuffer_, &attrMask, &uniformMask);
vs = new Shader(render_, codeBuffer_, VertexShaderDesc(vsidTemp), GL_VERTEX_SHADER, false, attrMask, uniformMask);
vs = CompileVertexShader(vsidTemp);
}

vsCache_.Insert(*VSID, vs);
Expand Down
2 changes: 1 addition & 1 deletion GPU/Vulkan/GPU_Vulkan.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -425,7 +425,7 @@ void GPU_Vulkan::FinishDeferred() {

inline void GPU_Vulkan::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if ((cmdFlags & FLAG_FLUSHBEFORE) || (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE))) {
if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
Expand Down
12 changes: 9 additions & 3 deletions Windows/GEDebugger/VertexPreview.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -392,8 +392,10 @@ void CGEDebugger::UpdatePrimPreview(u32 op, int which) {
glBindVertexArray(previewVao);
glEnableVertexAttribArray(previewProgram->a_position);

glGenBuffers(1, &ibuf);
glGenBuffers(1, &vbuf);
if (ibuf == 0)
glGenBuffers(1, &ibuf);
if (vbuf == 0)
glGenBuffers(1, &vbuf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
glBindBuffer(GL_ARRAY_BUFFER, vbuf);

Expand Down Expand Up @@ -451,11 +453,15 @@ void CGEDebugger::UpdatePrimPreview(u32 op, int which) {
glScissor((GLint)x, (GLint)-(y + fh - secondWindow->Height()), (GLsizei)fw, (GLsizei)fh);
BindPreviewProgram(texPreviewProgram);

if (texPreviewVao == 0 && gl_extensions.ARB_vertex_array_object) {
if (texPreviewVao == 0 && vbuf != 0 && ibuf != 0 && gl_extensions.ARB_vertex_array_object) {
glGenVertexArrays(1, &texPreviewVao);
glBindVertexArray(texPreviewVao);
glEnableVertexAttribArray(texPreviewProgram->a_position);

if (ibuf == 0)
glGenBuffers(1, &ibuf);
if (vbuf == 0)
glGenBuffers(1, &vbuf);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibuf);
glBindBuffer(GL_ARRAY_BUFFER, vbuf);

Expand Down