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Unify DrawFramebufferToOutput
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@@ -417,65 +417,6 @@ void FramebufferManagerVulkan::SetViewport2D(int x, int y, int w, int h) {
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vkCmdSetViewport(curCmd_, 0, 1, &vp);
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}
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void FramebufferManagerVulkan::DrawFramebufferToOutput(const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, bool applyPostShader) {
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MakePixelTexture(srcPixels, srcPixelFormat, srcStride, 512, 272);
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VulkanTexture *pixelTex = drawPixelsTex_;
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, g_Config.iTexFiltering == TEX_FILTER_NEAREST ? GL_NEAREST : GL_LINEAR);
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// This might draw directly at the backbuffer (if so, applyPostShader is set) so if there's a post shader, we need to apply it here.
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// Should try to unify this path with the regular path somehow, but this simple solution works for most of the post shaders
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// (it always runs at output resolution so FXAA may look odd).
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float x, y, w, h;
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int uvRotation = (g_Config.iRenderingMode != FB_NON_BUFFERED_MODE) ? g_Config.iInternalScreenRotation : ROTATION_LOCKED_HORIZONTAL;
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CenterDisplayOutputRect(&x, &y, &w, &h, 480.0f, 272.0f, (float)pixelWidth_, (float)pixelHeight_, uvRotation);
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if (applyPostShader) {
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// Might've changed if the shader was just changed to Off.
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if (usePostShader_) {
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UpdatePostShaderUniforms(480, 272, renderWidth_, renderHeight_);
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}
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}
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float u0 = 0.0f, u1 = 480.0f / 512.0f;
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float v0 = 0.0f, v1 = 1.0f;
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VkPipeline postShaderProgram_ = VK_NULL_HANDLE;
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VkPipeline program = pipelineBasicTex_;
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if (applyPostShader && usePostShader_ && useBufferedRendering_) {
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program = postShaderProgram_;
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}
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CardboardSettings cardboardSettings;
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GetCardboardSettings(&cardboardSettings);
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// TODO: Don't use the viewport mechanism for this.
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VkViewport vp;
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vp.minDepth = 0.0f;
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vp.maxDepth = 1.0f;
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if (cardboardSettings.enabled) {
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// Left Eye Image
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vp.x = cardboardSettings.leftEyeXPosition;
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vp.y = cardboardSettings.screenYPosition;
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vp.width = cardboardSettings.screenWidth;
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vp.height = cardboardSettings.screenHeight;
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vkCmdSetViewport(curCmd_, 0, 1, &vp);
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, program, ROTATION_LOCKED_HORIZONTAL);
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// Right Eye Image
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vp.x = cardboardSettings.rightEyeXPosition;
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vkCmdSetViewport(curCmd_, 0, 1, &vp);
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, program, ROTATION_LOCKED_HORIZONTAL);
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} else {
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// Fullscreen Image
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vp.x = 0.0f;
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vp.y = 0.0f;
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vp.width = pixelWidth_;
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vp.height = pixelHeight_;
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vkCmdSetViewport(curCmd_, 0, 1, &vp);
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DrawTexture(pixelTex, x, y, w, h, (float)pixelWidth_, (float)pixelHeight_, u0, v0, u1, v1, program, uvRotation);
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}
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}
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void FramebufferManagerVulkan::DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, bool linearFilter) {
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// TODO
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}
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