Manually pass dx/dy instead of using ddx/ddy, should improve interpolation somewhat

This commit is contained in:
elasota
2020-04-25 18:54:56 -04:00
parent 5bb6b074f0
commit 3c5dd5f562
4 changed files with 130 additions and 78 deletions

View File

@@ -333,6 +333,19 @@ bool GpDisplayDriverD3D11::InitResources(uint32_t virtualWidth, uint32_t virtual
return false;
}
{
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = sizeof(ScaleQuadPixelConstants);
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = 0;
if (m_device->CreateBuffer(&bufferDesc, nullptr, m_scaleQuadPixelConstantBuffer.GetMutablePtr()) != S_OK)
return false;
}
const GpShaderCodeBlob drawQuadVBlob = GetBinarizedShader(GpBinarizedShaders::g_drawQuadV_D3D11);
const GpShaderCodeBlob drawQuadPalettePBlob = GetBinarizedShader(GpBinarizedShaders::g_drawQuadPaletteP_D3D11);
const GpShaderCodeBlob drawQuadRGBPBlob = GetBinarizedShader(GpBinarizedShaders::g_drawQuadRGBP_D3D11);
@@ -618,21 +631,32 @@ void GpDisplayDriverD3D11::ScaleVirtualScreen()
const float twoDivWidth = 2.0f / static_cast<float>(m_windowWidthPhysical);
const float negativeTwoDivHeight = -2.0f / static_cast<float>(m_windowHeightPhysical);
DrawQuadVertexConstants constantsData;
constantsData.m_ndcOriginX = -1.0f;
constantsData.m_ndcOriginY = 1.0f;
constantsData.m_ndcWidth = static_cast<float>(m_windowWidthPhysical) * twoDivWidth;
constantsData.m_ndcHeight = static_cast<float>(m_windowHeightPhysical) * negativeTwoDivHeight;
DrawQuadVertexConstants vConstantsData;
vConstantsData.m_ndcOriginX = -1.0f;
vConstantsData.m_ndcOriginY = 1.0f;
vConstantsData.m_ndcWidth = 2.0f;
vConstantsData.m_ndcHeight = -2.0f;
constantsData.m_surfaceDimensionX = static_cast<float>(m_windowWidthVirtual);
constantsData.m_surfaceDimensionY = static_cast<float>(m_windowHeightVirtual);
vConstantsData.m_surfaceDimensionX = static_cast<float>(m_windowWidthVirtual);
vConstantsData.m_surfaceDimensionY = static_cast<float>(m_windowHeightVirtual);
D3D11_MAPPED_SUBRESOURCE mappedConstants;
if (m_deviceContext->Map(m_drawQuadVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedConstants) == S_OK)
D3D11_MAPPED_SUBRESOURCE mappedVConstants;
if (m_deviceContext->Map(m_drawQuadVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedVConstants) == S_OK)
{
memcpy(mappedConstants.pData, &constantsData, sizeof(constantsData));
memcpy(mappedVConstants.pData, &vConstantsData, sizeof(vConstantsData));
m_deviceContext->Unmap(m_drawQuadVertexConstantBuffer, 0);
}
ScaleQuadPixelConstants pConstantsData;
pConstantsData.m_dx = static_cast<float>(static_cast<double>(m_windowWidthVirtual) / static_cast<double>(m_windowWidthPhysical));
pConstantsData.m_dy = static_cast<float>(static_cast<double>(m_windowHeightVirtual) / static_cast<double>(m_windowHeightPhysical));
D3D11_MAPPED_SUBRESOURCE mappedPConstants;
if (m_deviceContext->Map(m_scaleQuadPixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedPConstants) == S_OK)
{
memcpy(mappedPConstants.pData, &pConstantsData, sizeof(pConstantsData));
m_deviceContext->Unmap(m_scaleQuadPixelConstantBuffer, 0);
}
}
m_deviceContext->IASetVertexBuffers(0, 1, &vbPtr, &vbStride, &zero);
@@ -656,8 +680,11 @@ void GpDisplayDriverD3D11::ScaleVirtualScreen()
m_virtualScreenTextureSRV,
};
ID3D11Buffer *psConstants = m_scaleQuadPixelConstantBuffer;
m_deviceContext->PSSetShader(m_scaleQuadPixelShader, nullptr, 0);
m_deviceContext->PSSetShaderResources(0, sizeof(psResourceViews) / sizeof(psResourceViews[0]), psResourceViews);
m_deviceContext->PSSetConstantBuffers(0, 1, &psConstants);
m_deviceContext->DrawIndexed(6, 0, 0);
@@ -666,6 +693,9 @@ void GpDisplayDriverD3D11::ScaleVirtualScreen()
0,
};
m_deviceContext->PSSetShaderResources(0, sizeof(unbindPSResourceViews) / sizeof(unbindPSResourceViews[0]), unbindPSResourceViews);
ID3D11Buffer *clearBuffer = nullptr;
m_deviceContext->PSSetConstantBuffers(0, 1, &clearBuffer);
}
void GpDisplayDriverD3D11::SynchronizeCursors()