Use Fant filter to resize to intermediate resolutions.

This commit is contained in:
elasota
2020-04-25 00:51:44 -04:00
parent c357ca2b7c
commit cd4e0ae8de
3 changed files with 116 additions and 31 deletions

View File

@@ -348,11 +348,19 @@ public:
void AdjustRequestedResolution(uint32_t &physicalWidth, uint32_t &physicalHeight, uint32_t &virtualWidth, uint32_t &virtualHeight, float &pixelScaleX, float &pixelScaleY) override
{
if (physicalWidth < 640)
physicalWidth = 640;
if (physicalHeight < 480)
physicalHeight = 480;
double xMul = static_cast<double>(physicalWidth) / 640;
double yMul = static_cast<double>(physicalHeight) / 480;
xMul = floor(xMul);
yMul = floor(yMul);
double granularity = 4.0;
xMul = floor(xMul * granularity) / granularity;
yMul = floor(yMul * granularity) / granularity;
double minMul = std::max<double>(1.0, std::min(xMul, yMul));

View File

@@ -1,8 +1,8 @@
static unsigned char gs_shaderData[] = {
68, 88, 66, 67, 96, 46, 192, 91, 73, 216, 92, 145, 77, 166, 215,
215, 59, 255, 4, 67, 1, 0, 0, 0, 240, 2, 0, 0, 5, 0,
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211, 34, 239, 174, 118, 1, 0, 0, 0, 44, 6, 0, 0, 5, 0,
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0, 0, 4, 255, 255, 0, 137, 0, 0, 122, 0, 0, 0, 92, 0,
0, 0, 2, 0, 0, 0, 4, 0, 0, 0, 4, 0, 0, 0, 255,
@@ -23,33 +23,88 @@ static unsigned char gs_shaderData[] = {
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};
namespace GpBinarizedShaders

View File

@@ -9,14 +9,36 @@ struct SDrawQuadPixelOutput
float4 color : SV_TARGET;
};
float3 SamplePixel(int2 texCoord)
{
uint surfaceColor = surfaceTexture.Load(int3(texCoord, 0)).r;
return paletteTexture.Load(int2(surfaceColor, 0)).rgb;
}
SDrawQuadPixelOutput PSMain(SDrawQuadPixelInput input)
{
int2 texCoord = input.texCoord.xy;
float dx = ddx(input.texCoord.x);
float dy = ddy(input.texCoord.y);
uint surfaceColor = surfaceTexture.Load(int3(texCoord, 0)).r;
float3 paletteColor = paletteTexture.Load(int2(surfaceColor, 0)).rgb;
float2 pixelTopLeftCoord = max(0.0, input.texCoord.xy - float2(dx, dy) * 0.5);
float2 pixelBottomRightCoord = pixelTopLeftCoord + min(float2(1.0, 1.0), float2(dx, dy));
int2 topLeftCoordInteger = int2(floor(pixelTopLeftCoord));
int2 bottomRightCoordInteger = int2(floor(pixelBottomRightCoord));
float2 interpolators = saturate((pixelBottomRightCoord - float2(bottomRightCoordInteger)) / float2(dx, dy));
float3 topLeftColor = SamplePixel(topLeftCoordInteger);
float3 topRightColor = SamplePixel(int2(bottomRightCoordInteger.x, topLeftCoordInteger.y));
float3 bottomLeftColor = SamplePixel(int2(topLeftCoordInteger.x, bottomRightCoordInteger.y));
float3 bottomRightColor = SamplePixel(bottomRightCoordInteger);
float3 topColor = (1.0 - interpolators.x) * topLeftColor + interpolators.x * topRightColor;
float3 bottomColor = (1.0 - interpolators.x) * bottomLeftColor + interpolators.x * bottomRightColor;
float3 interpolatedColor = (1.0 - interpolators.y) * topColor + interpolators.y * bottomColor;
SDrawQuadPixelOutput result;
result.color = float4(paletteColor.rgb, 1.0);
result.color = float4(interpolatedColor, 1.0);
return result;
}