diff options
| author | iwubcode <iwubcode@users.noreply.github.com> | 2017-07-02 21:24:20 -0500 |
|---|---|---|
| committer | iwubcode <iwubcode@users.noreply.github.com> | 2017-11-17 22:11:29 -0600 |
| commit | b285188de1a38565b9718bdac7fe698ee870d914 (patch) | |
| tree | 0eaaf2baf9ed5bd32c92afbcf4562842fbba0eb4 /Source/Core/VideoCommon/TextureConversionShader.cpp | |
| parent | 5a372020ea989abb5dfaf10040d6e3fbd90c8001 (diff) | |
Video Backends: Implement vertical scaling for xfb copies. This fixes the
display of PAL games that run in 50hz mode.
Diffstat (limited to 'Source/Core/VideoCommon/TextureConversionShader.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/TextureConversionShader.cpp | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index 74e50cd27f..04b7bb3a01 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -64,9 +64,12 @@ static void WriteSwizzler(char*& p, EFBCopyFormat format, APIType ApiType) // left, top, of source rectangle within source texture // width of the destination rectangle, scale_factor (1 or 2) if (ApiType == APIType::Vulkan) - WRITE(p, "layout(std140, push_constant) uniform PCBlock { int4 position; } PC;\n"); + WRITE(p, "layout(std140, push_constant) uniform PCBlock { int4 position; float y_scale; } PC;\n"); else + { WRITE(p, "uniform int4 position;\n"); + WRITE(p, "uniform float y_scale;\n"); + } // Alpha channel in the copy is set to 1 the EFB format does not have an alpha channel. WRITE(p, "float4 RGBA8ToRGB8(float4 src)\n"); @@ -111,7 +114,8 @@ static void WriteSwizzler(char*& p, EFBCopyFormat format, APIType ApiType) WRITE(p, "{\n" " int2 sampleUv;\n" " int2 uv1 = int2(gl_FragCoord.xy);\n" - " int4 position = PC.position;\n"); + " int4 position = PC.position;\n" + " float y_scale = PC.y_scale;\n"); } else // D3D { @@ -150,6 +154,7 @@ static void WriteSwizzler(char*& p, EFBCopyFormat format, APIType ApiType) // pixel) WRITE(p, " uv0 += float2(position.xy);\n"); // move to copied rect WRITE(p, " uv0 /= float2(%d, %d);\n", EFB_WIDTH, EFB_HEIGHT); // normalize to [0:1] + WRITE(p, " uv0 /= float2(1, y_scale);\n"); // apply the y scaling if (ApiType == APIType::OpenGL) // ogl has to flip up and down { WRITE(p, " uv0.y = 1.0-uv0.y;\n"); |
