gl_graphics_pipeline: Add downscale factor to shader uniforms
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2182d25750
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@ -211,8 +211,7 @@ void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
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}
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void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
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UNIMPLEMENTED();
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ctx.Add("MOV.F {}.x,1;", inst);
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ctx.Add("MOV.F {}.x,program.env[0].x;", inst);
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}
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void EmitUndefU1(EmitContext& ctx, IR::Inst& inst) {
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@ -393,6 +393,9 @@ EmitContext::EmitContext(IR::Program& program, Bindings& bindings, const Profile
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DefineGenericOutput(index, program.invocations);
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}
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}
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if (info.uses_rescaling_uniform) {
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header += "layout(location=0) uniform float down_factor;";
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}
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DefineConstantBuffers(bindings);
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DefineStorageBuffers(bindings);
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SetupImages(bindings);
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@ -446,8 +446,7 @@ void EmitYDirection(EmitContext& ctx, IR::Inst& inst) {
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}
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void EmitResolutionDownFactor(EmitContext& ctx, IR::Inst& inst) {
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UNIMPLEMENTED();
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ctx.AddF32("{}=1.0f;", inst);
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ctx.AddF32("{}=down_factor;", inst);
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}
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void EmitLoadLocal(EmitContext& ctx, IR::Inst& inst, std::string_view word_offset) {
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@ -443,11 +443,24 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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if (!is_built.load(std::memory_order::relaxed)) {
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WaitForBuild();
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}
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if (assembly_programs[0].handle != 0) {
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const bool use_assembly{assembly_programs[0].handle != 0};
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const bool is_rescaling{texture_cache.IsRescaling()};
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const f32 config_down_factor{Settings::values.resolution_info.down_factor};
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const f32 down_factor{is_rescaling ? config_down_factor : 1.0f};
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if (use_assembly) {
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program_manager.BindAssemblyPrograms(assembly_programs, enabled_stages_mask);
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} else {
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program_manager.BindSourcePrograms(source_programs);
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}
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for (size_t stage = 0; stage < source_programs.size(); ++stage) {
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if (stage_infos[stage].uses_rescaling_uniform) {
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if (use_assembly) {
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glProgramEnvParameter4fARB(AssemblyStage(stage), 0, down_factor, 0.0f, 0.0f, 1.0f);
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} else {
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glProgramUniform1f(source_programs[stage].handle, 0, down_factor);
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}
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}
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}
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const VideoCommon::ImageViewInOut* views_it{views.data()};
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GLsizei texture_binding = 0;
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GLsizei image_binding = 0;
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