Depal: Set scissor tightly around processed area.

This commit is contained in:
Henrik Rydgård
2022-08-28 23:14:30 +02:00
parent fa1d2cfe8e
commit 9b4e94c4ae
+16 -21
View File
@@ -1956,12 +1956,26 @@ void TextureCacheCommon::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer
gstate_c.Dirty(DIRTY_UVSCALEOFFSET);
}
// If min is not < max, then we don't have values (wasn't set during decode.)
const KnownVertexBounds &bounds = gstate_c.vertBounds;
float u1 = 0.0f;
float v1 = 0.0f;
float u2 = depalWidth;
float v2 = framebuffer->renderHeight;
if (bounds.minV < bounds.maxV) {
u1 = (bounds.minU + gstate_c.curTextureXOffset) * framebuffer->renderScaleFactor;
v1 = (bounds.minV + gstate_c.curTextureYOffset) * framebuffer->renderScaleFactor;
u2 = (bounds.maxU + gstate_c.curTextureXOffset) * framebuffer->renderScaleFactor;
v2 = (bounds.maxV + gstate_c.curTextureYOffset) * framebuffer->renderScaleFactor;
// We need to reapply the texture next time since we cropped UV.
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
}
Draw::Framebuffer *depalFBO = framebufferManager_->GetTempFBO(TempFBO::DEPAL, depalWidth, framebuffer->renderHeight);
draw_->BindTexture(0, nullptr);
draw_->BindTexture(1, nullptr);
draw_->BindFramebufferAsRenderTarget(depalFBO, { Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE, Draw::RPAction::DONT_CARE }, "Depal");
draw_->SetScissorRect(0, 0, (int)depalWidth, (int)framebuffer->renderHeight);
draw_->SetScissorRect(u1, v1, u2 - u1, v2 - v1);
Draw::Viewport vp{ 0.0f, 0.0f, (float)depalWidth, (float)framebuffer->renderHeight, 0.0f, 1.0f };
draw_->SetViewports(1, &vp);
@@ -1972,25 +1986,6 @@ void TextureCacheCommon::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer
draw_->BindSamplerStates(0, 1, &nearest);
draw_->BindSamplerStates(1, 1, &clutSampler);
// If min is not < max, then we don't have values (wasn't set during decode.)
const KnownVertexBounds &bounds = gstate_c.vertBounds;
float u1 = 0.0f;
float v1 = 0.0f;
float u2 = depalWidth;
float v2 = framebuffer->renderHeight;
if (bounds.minV < bounds.maxV) {
u1 = bounds.minU + gstate_c.curTextureXOffset;
v1 = bounds.minV + gstate_c.curTextureYOffset;
u2 = bounds.maxU + gstate_c.curTextureXOffset;
v2 = bounds.maxV + gstate_c.curTextureYOffset;
// We need to reapply the texture next time since we cropped UV.
gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
}
u1 *= framebuffer->renderScaleFactor;
v1 *= framebuffer->renderScaleFactor;
u2 *= framebuffer->renderScaleFactor;
v2 *= framebuffer->renderScaleFactor;
draw2D_->Blit(textureShader, u1, v1, u2, v2, u1, v1, u2, v2, framebuffer->renderWidth, framebuffer->renderHeight, depalWidth, framebuffer->renderHeight, false, framebuffer->renderScaleFactor);
gstate_c.curTextureWidth = texWidth;